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HDRenderPipeline: remove shader warning (convertion from float3 to float)

/RenderPassXR_Sandbox
Sebastien Lagarde 8 年前
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f85a5ae0
共有 1 个文件被更改,包括 3 次插入3 次删除
  1. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


[branch] if (bsdfData.enableTransmission)
{
// Use the reversed normal from the front for the back of the object.
illuminance = F_Transm_Schlick(bsdfData.fresnel0, saturate(-NdotL));
illuminance = F_Transm_Schlick(bsdfData.fresnel0.x, saturate(-NdotL)); // Transmission is only valid for dielectric
// For low thickness, we can reuse the shadowing status for the back of the object.
shadow = bsdfData.useThinObjectMode ? shadow : 1;

[branch] if (bsdfData.enableTransmission)
{
// Use the reversed normal from the front for the back of the object.
illuminance = F_Transm_Schlick(bsdfData.fresnel0, saturate(-NdotL)) * attenuation;
illuminance = F_Transm_Schlick(bsdfData.fresnel0.x , saturate(-NdotL)) * attenuation; // Transmission is only valid for dielectric
// For low thickness, we can reuse the shadowing status for the back of the object.
shadow = bsdfData.useThinObjectMode ? shadow : 1;

[branch] if (bsdfData.enableTransmission)
{
// Use the reversed normal from the front for the back of the object.
illuminance = F_Transm_Schlick(bsdfData.fresnel0, saturate(-NdotL)) * clipFactor;
illuminance = F_Transm_Schlick(bsdfData.fresnel0.x, saturate(-NdotL)) * clipFactor; // Transmission is only valid for dielectric
// For low thickness, we can reuse the shadowing status for the back of the object.
shadow = bsdfData.useThinObjectMode ? shadow : 1;

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