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Slightly tweak the LOD pattern to ensure the geometry is always visible

/RenderPassXR_Sandbox
Evgenii Golubev 8 年前
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d4c3224f
共有 2 个文件被更改,包括 4 次插入5 次删除
  1. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
  2. 5
      Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(posInput.unPositionSS, unity_LODFade.y); // Note that we pass the quantized value of LOD fade
LODDitheringTransition(posInput.unPositionSS, unity_LODFade.x);
#endif
ApplyDoubleSidedFlipOrMirror(input); // Apply double sided flip on the vertex normal

void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(posInput.unPositionSS, unity_LODFade.y); // Note that we pass the quantized value of LOD fade
LODDitheringTransition(posInput.unPositionSS, unity_LODFade.x);
#endif
ApplyDoubleSidedFlipOrMirror(input); // Apply double sided flip on the vertex normal

5
Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl


}
// LOD dithering transition helper
// ditherFactor should be a quantized value between 0..15/16, i.e the one provide by Unity
// LOD1 must use this functoin with ditherFactor 0..1
// LOD1 must use this function with ditherFactor 0..1
void LODDitheringTransition(uint2 unPositionSS, float ditherFactor)
{
// Generate a fixed pattern

// We want to have a symmetry between 0..0.5 ditherFactor and 0.5..1 so no pixels are transparent during the transition
// this is handled by this test which reverse the pattern
p = (ditherFactor >= 0.5) ? (15.0 / 16.0) - p : p;
p = (ditherFactor >= 0.5) ? p : 1 - p;
clip(ditherFactor - p);
}
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