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Removed unused distance in shader that was left as mistake.

/RenderPassXR_Sandbox
Felipe Lira 7 年前
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fc9c1456
共有 1 个文件被更改,包括 0 次插入2 次删除
  1. 2
      Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineLighting.cginc

2
Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineLighting.cginc


float distanceSqr = max(dot(posToLight, posToLight), 0.001);
float dist = sqrt(distanceSqr);
// TODO: compute light attenuation from texture to save ALU. Builtin _LightTexture0 not set from SRP but we can create one.
// light attenuation with falloff.
// lightInput.atten.z = kQuadFallOff = (25.0) / (lightRange * lightRange)

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