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/Branch_Batching2
Evgenii Golubev 7 年前
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ff7d6139
共有 1 个文件被更改,包括 2 次插入1 次删除
  1. 3
      Assets/ScriptableRenderPipeline/ShaderLibrary/AreaLighting.hlsl

3
Assets/ScriptableRenderPipeline/ShaderLibrary/AreaLighting.hlsl


float h = saturate(L[0].z) + saturate(L[1].z) + saturate(L[2].z) + saturate(L[3].z);
[branch]
if (h == 0) { return 0; } // Perform horizon clipping
if (h == 0) { return 0; } // Perform horizon clipping
[unroll]
for (int i = 0; i < 4; i++)

#else
float x = sinSqSigma;
float y = cosOmega;
float b = x * (0.5 + 0.5 * y); // Bilinear approximation of a sphere light
float z = b * (0.5 + 0.5 * y); // Our approximation of a rectangular light
float r = x * y; // The reference value for an unoccluded light

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