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Fixed Typo

/main
Andre McGrail 7 年前
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bd2373cc
共有 1 个文件被更改,包括 4 次插入8 次删除
  1. 12
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs

12
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


// We neeed to do a null check for particle lights
// This should be changed in the future
// Particle lights will use an inline function
float cosInneAngle;
float cosInnerAngle;
{
cosInneAngle = Mathf.Cos(LightmapperUtils.ExtractInnerCone(lightData.light) * 0.5f);
}
cosInnerAngle = Mathf.Cos(LightmapperUtils.ExtractInnerCone(lightData.light) * 0.5f);
{
cosInneAngle = Mathf.Cos((2.0f * Mathf.Atan(Mathf.Tan(lightData.spotAngle * 0.5f * Mathf.Deg2Rad) * (64.0f - 18.0f) / 64.0f)) * 0.5f);
}
float smoothAngleRange = Mathf.Max(0.001f, cosInneAngle - cosOuterAngle);
cosInnerAngle = Mathf.Cos((2.0f * Mathf.Atan(Mathf.Tan(lightData.spotAngle * 0.5f * Mathf.Deg2Rad) * (64.0f - 18.0f) / 64.0f)) * 0.5f);
float smoothAngleRange = Mathf.Max(0.001f, cosInnerAngle - cosOuterAngle);
float invAngleRange = 1.0f / smoothAngleRange;
float add = -cosOuterAngle * invAngleRange;
lightSpotAttenuation = new Vector4(invAngleRange, add, 0.0f);

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