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Fix formatting
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anisunity committed Jul 8, 2021
1 parent b842c8b commit cf4110b
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Showing 3 changed files with 10 additions and 10 deletions.
Expand Up @@ -23,7 +23,7 @@ float3 BilUpColor3_Uniform(float HiDepth, float4 LowDepths, float3 lowValue0, fl
+ lowValue3 * weights.w
+ _NoiseFilterStrength;
return WeightedSum / TotalWeight;
}
}

// THe bilateral upscale function (2x2 neighborhood, color3 version)
float3 BilUpColor3(float HiDepth, float4 LowDepths, float3 lowValue0, float3 lowValue1, float3 lowValue2, float3 lowValue3)
Expand Down Expand Up @@ -165,4 +165,4 @@ float BilUpSingle_Uniform(float HiDepth, float4 LowDepths, float4 lowValue)
float TotalWeight = dot(weights, 1) + _NoiseFilterStrength;
float WeightedSum = dot(lowValue, weights) + _NoiseFilterStrength;
return WeightedSum / TotalWeight;
}
}
Expand Up @@ -49,7 +49,7 @@ int _JitterFramePeriod;
int _HalfResolutionFilter;

float ComputeMaxDenoisingRadius(float3 positionRWS)
{
{
// Compute the distance to the pixel
float distanceToPoint = length(positionRWS);
// This is purely empirical, values were obtained while experimenting with various scenes and these valuesgive good visual results.
Expand Down
Expand Up @@ -239,9 +239,9 @@ NeighborTapData GetNeighborTapDataSample_HR_NOLDS(uint2 fulLResCoord, int2 offse
}

[numthreads(RAYTRACING_INDIRECT_DIFFUSE_TILE_SIZE, RAYTRACING_INDIRECT_DIFFUSE_TILE_SIZE, 1)]
void IndirectDiffuseIntegrationUpscaleHalfRes(uint3 dispatchThreadId : SV_DispatchThreadID,
int groupIndex : SV_GroupIndex,
uint2 groupThreadId : SV_GroupThreadID,
void IndirectDiffuseIntegrationUpscaleHalfRes(uint3 dispatchThreadId : SV_DispatchThreadID,
int groupIndex : SV_GroupIndex,
uint2 groupThreadId : SV_GroupThreadID,
uint2 groupId : SV_GroupID)
{
UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z);
Expand Down Expand Up @@ -383,9 +383,9 @@ NeighborTapData GetNeighborTapDataSample_FR_NOLDS(uint2 fulLResCoord, int2 offse
}

[numthreads(RAYTRACING_INDIRECT_DIFFUSE_TILE_SIZE, RAYTRACING_INDIRECT_DIFFUSE_TILE_SIZE, 1)]
void IndirectDiffuseIntegrationUpscaleFullRes(uint3 dispatchThreadId : SV_DispatchThreadID,
int groupIndex : SV_GroupIndex,
uint2 groupThreadId : SV_GroupThreadID,
void IndirectDiffuseIntegrationUpscaleFullRes(uint3 dispatchThreadId : SV_DispatchThreadID,
int groupIndex : SV_GroupIndex,
uint2 groupThreadId : SV_GroupThreadID,
uint2 groupId : SV_GroupID)
{
UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z);
Expand Down Expand Up @@ -461,4 +461,4 @@ void AdjustIndirectDiffuseWeight(uint3 dispatchThreadId : SV_DispatchThreadID, u
previousGIValue.w = 1.0f;

_IndirectDiffuseTextureRW[COORD_TEXTURE2D_X(sourceCoord)] = previousGIValue;
}
}

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