Cleanup some old unused shader code
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@@ -57,7 +57,6 @@ int GetCubeFaceIndex(float3 direction)
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float3 GetShadowPositionOffset(float offsetScale, float NoL, float3 normal)
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{
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// Note: offsetScale should be multiplied by 2*ShadowMapTextureTexelSize on CPU
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float normalOffsetScale = saturate(1.0f - NoL);
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return normal * (offsetScale * normalOffsetScale);
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}
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@@ -65,8 +64,6 @@ float3 GetShadowPositionOffset(float offsetScale, float NoL, float3 normal)
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float CalculateSubsurfaceOcclusion(float opacity, float sceneDepth, float shadowMapDepth)
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{
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float thickness = max(sceneDepth - shadowMapDepth, 0);
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//float density = -0.05f * log(1 - min(opacity, 0.999f));
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//float occlusion = saturate(exp(-thickness * density));
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float occlusion = 1 - thickness * lerp(1.0f, 100.0f, opacity);
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return shadowMapDepth > 0.99f ? 1 : occlusion;
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}
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