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Support transmission for the Basic SSS

/RenderPassXR_Sandbox
Evgenii Golubev 8 年前
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bb3e5805
共有 1 个文件被更改,包括 2 次插入1 次删除
  1. 3
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs

3
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


Shader.SetGlobalInt( "_TexturingModeFlags", (int)sssParameters.texturingModeFlags);
Shader.SetGlobalInt( "_TransmissionFlags", (int)sssParameters.transmissionFlags);
cmd.SetGlobalFloatArray( "_ThicknessRemaps", sssParameters.thicknessRemaps);
cmd.SetGlobalVectorArray("_ShapeParams", sssParameters.shapeParams);
// We use the Disney transmission code with the parameters of Jimenez in order not to add an extra shader variant.
cmd.SetGlobalVectorArray("_ShapeParams", sssParameters.useDisneySSS ? sssParameters.shapeParams : sssParameters.halfRcpWeightedVariances);
cmd.SetGlobalVectorArray("_TransmissionTints", sssParameters.transmissionTints);
renderContext.ExecuteCommandBuffer(cmd);

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