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Remove SSS jitter if TAA is off

/hdrp-staging
GitHub 6 年前
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ab50aaeb
共有 1 个文件被更改,包括 5 次插入1 次删除
  1. 6
      com.unity.render-pipelines.high-definition/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.compute

6
com.unity.render-pipelines.high-definition/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.compute


#endif
#if SSS_RANDOM_ROTATION
float startAngle = TWO_PI * GenerateHashedRandomFloat(asuint(centerPosVS));
// Previously, we used asuint(centerPosVS) as the seed.
// This was not temporarily stable for some reason (pattern changed every frame),
// even if both the camera and the scene were completely static.
// Note that GenerateHashedRandomFloat() only uses the 23 low bits, hence the 2^24 factor.
float startAngle = TWO_PI * GenerateHashedRandomFloat(uint3(pixelCoord, (uint)(centerDepth * 16777216)));
#else
float startAngle = 0;
#endif

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