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/RenderPassXR_Sandbox
Evgenii Golubev 7 年前
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ed0a6b63
共有 2 个文件被更改,包括 2 次插入0 次删除
  1. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CopyStencilBuffer.shader
  2. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.compute

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CopyStencilBuffer.shader


uint2 positionSS = (uint2)input.positionCS.xy;
// There's no need for atomics as we are always writing the same value.
// Note: the GCN tile size is 8x8 pixels.
_HTile[positionSS / 8] = STENCILLIGHTINGUSAGE_SPLIT_LIGHTING;
return float4(STENCILLIGHTINGUSAGE_SPLIT_LIGHTING, 0, 0, 0);

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.compute


void SubsurfaceScattering(uint2 groupId : SV_GroupID,
uint groupThreadId : SV_GroupThreadID)
{
// Note: any factor of 64 is a suitable wave size for our algorithm.
uint waveIndex = groupThreadId / 64;
uint laneIndex = groupThreadId % 64;
uint quadIndex = laneIndex / 4;

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