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HDRenderPipeline: Fix issue with ambient occlusoin and transparent

/main
sebastienlagarde 7 年前
当前提交
b110295c
共有 1 个文件被更改,包括 5 次插入0 次删除
  1. 5
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl

5
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


// We store inverse AO so neutral is black. So either we sample inside or outside the texture it return 0 in case of neutral
// Ambient occlusion use for indirect lighting (reflection probe, baked diffuse lighting)
#ifndef _SURFACE_TYPE_TRANSPARENT
#else
float indirectAmbientOcclusion = 1.0;
float directAmbientOcclusion = 1.0;
#endif
// Add indirect diffuse + emissive (if any) - Ambient occlusion is multiply by emissive which is wrong but not a big deal
#if GTAO_MULTIBOUNCE_APPROX

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