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sebastienlagarde 7 年前
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共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 4
      com.unity.render-pipelines.high-definition/HDRP/Lighting/LightEvaluation.hlsl

4
com.unity.render-pipelines.high-definition/HDRP/Lighting/LightEvaluation.hlsl


// Note: There is no shadowDimmer when there is no shadow mask
#endif
// Volumetric don't use screenspace shadow. Transparent neither (as we don't have the depth information)
// Transparent have no contact shadow information
#ifndef _SURFACE_TYPE_TRANSPARENT
shadow = min(shadow, GetContactShadow(lightLoopContext, lightData.contactShadowIndex));
#endif

shadow = lerp(1.0, shadow, lightData.shadowDimmer);
#endif
// Volumetric don't use screenspace shadow. Transparent neither (as we don't have the depth information)
// Transparent have no contact shadow information
#ifndef _SURFACE_TYPE_TRANSPARENT
shadow = min(shadow, GetContactShadow(lightLoopContext, lightData.contactShadowIndex));
#endif

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