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Fix compile errors

/main
Evgenii Golubev 8 年前
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dba78a68
共有 2 个文件被更改,包括 7 次插入3 次删除
  1. 5
      Assets/ScriptableRenderLoop/HDRenderLoop/Sky/Resources/AtmosphericScattering.hlsl
  2. 5
      Assets/ScriptableRenderLoop/HDRenderLoop/Sky/Resources/SkyHDRI.shader

5
Assets/ScriptableRenderLoop/HDRenderLoop/Sky/Resources/AtmosphericScattering.hlsl


}
float RayleighPhase(float cosTheta) {
const float f = 3.f / (16.f * M_PI);
const float f = 3.f / (16.f * PI);
const float f = 3.f / (8.f * M_PI);
const float f = 3.f / (8.f * PI);
return f * HenyeyGreensteinPhase(anisotropy, cosTheta);
}

float4 mfWeights = float4(fWeights.z * fWeights.y, fWeights.x * fWeights.y, fWeights.x * fWeights.w, fWeights.z * fWeights.w);
return dot(occ, mfWeights * maskDepth) / dot(mfWeights, maskDepth);
}
#endif //defined(ATMOSPHERICS_OCCLUSION_EDGE_FIXUP)
#else //defined(ATMOSPHERICS_OCCLUSION)
return 1.f;
#endif //defined(ATMOSPHERICS_OCCLUSION)

5
Assets/ScriptableRenderLoop/HDRenderLoop/Sky/Resources/SkyHDRI.shader


#pragma vertex Vert
#pragma fragment Frag
#include "Color.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
#include "AtmosphericScattering.hlsl"
TEXTURECUBE(_Cubemap);
SAMPLERCUBE(sampler_Cubemap);
float4 _SkyParam; // x exposure, y multiplier, z rotation

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