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Evgenii Golubev 7 年前
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e2268362
共有 2 个文件被更改,包括 4 次插入2 次删除
  1. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.compute
  2. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.cs

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.compute


// Store the feedback for the voxel.
// TODO: dynamic lights (which update their position, rotation, cookie or shadow at runtime)
// do not support reprojection and should neither read nor write to the history buffer.
// to the history buffer. This will cause them to alias, but it is the only way
// to prevent ghosting.
// This will cause them to alias, but it is the only way to prevent ghosting.
_VBufferLightingFeedback[voxelCoord] = float4(blendedRadiance, centerTransmInt);

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.cs


int rfc = Time.renderedFrameCount;
int sampleIndex = rfc % 7;
// TODO: should we somehow reorder offsets in Z based on the offset in XY? S.t. the samples more evenly cover the domain.
// Currently, we assume that they are completely uncorrelated, but maybe we should correlate them somehow.
Vector4 offset = new Vector4(xySeq[sampleIndex].x, xySeq[sampleIndex].y, zSeq[sampleIndex], rfc);
// Get the interpolated asymmetry value.

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