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Tweak the bilateral scale

/main
Evgenii Golubev 8 年前
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ae7b5723
共有 2 个文件被更改,包括 2 次插入2 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
  2. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/SceneSettings/SubsurfaceScatteringParameters.cs

2
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs


float distanceToProjectionWindow = 1.0f / Mathf.Tan(0.5f * Mathf.Deg2Rad * hdCamera.camera.fieldOfView);
m_CombineSubsurfaceScattering.SetFloat("_DistToProjWindow", distanceToProjectionWindow);
// Note: the user-provided bilateral scale is reversed (compared to the one in the shader).
m_CombineSubsurfaceScattering.SetFloat("_BilateralScale", (1.0f - sssParameters.bilateralScale));
m_CombineSubsurfaceScattering.SetFloat("_BilateralScale", 4.0f * (1.0f - sssParameters.bilateralScale));
// TODO: use user-defined values for '_ProfileID' and '_FilterRadius.'
m_CombineSubsurfaceScattering.SetVectorArray("_FilterKernel", sssParameters.profiles[0].filterKernel);
m_CombineSubsurfaceScattering.SetFloat("_FilterRadius", 5.0f);

2
Assets/ScriptableRenderLoop/HDRenderPipeline/SceneSettings/SubsurfaceScatteringParameters.cs


parameters.profiles[i] = SubsurfaceScatteringProfile.Default;
}
parameters.bilateralScale = 0.4f;
parameters.bilateralScale = 0.0f;
return parameters;
}
}
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