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Evgenii Golubev 7 年前
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共有 1 个文件被更改,包括 1 次插入0 次删除
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      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/Resources/VolumetricLighting.compute

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ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/Resources/VolumetricLighting.compute


float transmittance = Transmittance(opticalDepth);
#if SUPPORT_ASYMMETRY
// TODO: precompute and load it from the constant buffer to not waste a VGPR.
float phase = CornetteShanksPhasePartConstant(asymmetry);
#else
float phase = IsotropicPhaseFunction();

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