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HDRenderPipeline: Update minor comment on proxy volume

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sebastienlagarde 7 年前
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d7ae6457
共有 1 个文件被更改,包括 2 次插入3 次删除
  1. 5
      ScriptableRenderPipeline/Core/ShaderLibrary/EntityLighting.hlsl

5
ScriptableRenderPipeline/Core/ShaderLibrary/EntityLighting.hlsl


}
// This sample a 3D volume storing SH
// Volume is store as 3D texture with 4 R, G, B, X set of 4 coefficient store atlas in same 3D texture. X unused.
// TODO: the packing here is innefficient as we will fetch values far away from each other and they may not fit into the cache
// Suggest we pack only RGB not X and continuous
// Volume is store as 3D texture with 4 R, G, B, X set of 4 coefficient store atlas in same 3D texture. X is use for occlusion.
// TODO: the packing here is inefficient as we will fetch values far away from each other and they may not fit into the cache - Suggest we pack only RGB continuously
// TODO: The calcul of texcoord could be perform with a single matrix multicplication calcualted on C++ side that will fold probeVolumeMin and probeVolumeSizeInv into it and handle the identity case, no reasons to do it in C++ (ask Ionut about it)
// It should also handle the camera relative path (if the render pipeline use it)
float3 SampleProbeVolumeSH4(TEXTURE3D_ARGS(SHVolumeTexture, SHVolumeSampler), float3 positionWS, float3 normalWS, float4x4 WorldToTexture,

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