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Fixed biasing in the wrong direction for MSMs.

/RenderPassXR_Sandbox
uygar 8 年前
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e08c2202
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 4
      Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/ShadowSampling.hlsl

4
Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/ShadowSampling.hlsl


float depthBias = params.z;
float bpp16 = params.w;
#if UNITY_REVERSED_Z
float depth = (1.0 - tcs.z) + depthBias;
float depth = (1.0 - tcs.z) - depthBias;
#else
float depth = tcs.z + depthBias;
#endif

float depthBias = params.z;
float bpp16 = params.w;
#if UNITY_REVERSED_Z
float depth = (1.0 - tcs.z) + depthBias;
float depth = (1.0 - tcs.z) - depthBias;
#else
float depth = tcs.z + depthBias;
#endif

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