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Evgenii Golubev 7 年前
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共有 1 个文件被更改,包括 2 次插入1 次删除
  1. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl


// The sign of the Z component of the normal MUST round-trip through the G-Buffer, otherwise
// the reconstruction of the tangent frame for anisotropic GGX creates a seam along the Z axis.
// The constant was eye-balled to not cause artifacts.
// TODO: find a proper solution.
// TODO: find a proper solution. E.g. we could re-shuffle the faces of the octahedron
// s.t. the sign of the Z component round-trips.
const float seamThreshold = 1.0/1024.0;
surfaceData.normalWS.z = CopySign(max(seamThreshold, abs(surfaceData.normalWS.z)), surfaceData.normalWS.z);

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