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Evgenii Golubev 6 年前
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共有 1 个文件被更改,包括 8 次插入8 次删除
  1. 16
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariables.hlsl

16
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariables.hlsl


float4x4 _NonJitteredViewProjMatrix;
float4x4 _PrevViewProjMatrix; // non-jittered
// TODO: sort the vars below by the frequency of use (descending), and put commonly used ones together.
// TODO: put commonly used vars together (below), and then sort them by the frequency of use (descending).
// Note: a matrix is 4 * 4 * 4 = 64 bytes (1x cache line), so no need to sort those.
#if defined(USING_STEREO_MATRICES)
float3 _Align16;

float4 _ScreenToTargetScale; // { w / RTHandle.maxWidth, h / RTHandle.maxHeight, 0, 0 }
// Values used to linearize the Z buffer (http://www.humus.name/temp/Linearize%20depth.txt)
// x = 1-far/near
// y = far/near
// z = x/far
// w = y/far
// x = 1 - f/n
// y = f/n
// z = 1/f - 1/n
// w = 1/n
// x = -1+far/near
// x = -1 + f/n
// z = x/far
// w = 1/far
// z = -1/n + -1/f
// w = 1/f
float4 _DepthBufferParams;
// TAA Frame Index ranges from 0 to 7. This gives you two rotations per cycle.

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