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workaround metal/amd regression since 2018.1, investigation still in progress

/main
Antti Tapaninen 6 年前
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共有 1 个文件被更改,包括 2 次插入0 次删除
  1. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl

2
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl


float iblMipLevel;
// TODO: We need to match the PerceptualRoughnessToMipmapLevel formula for planar, so we don't do this test (which is specific to our current lightloop)
// Specific case for Texture2Ds, their convolution is a gaussian one and not a GGX one - So we use another roughness mip mapping.
#if !defined(SHADER_API_METAL)
if (IsEnvIndexTexture2D(lightData.envIndex))
{
// Empirical remapping

#endif
{
iblMipLevel = PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness);
}

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