From cf4110bc1e6465c412640f89b8f7b88f776abdd1 Mon Sep 17 00:00:00 2001 From: Anis Benyoub Date: Thu, 8 Jul 2021 09:04:56 +0200 Subject: [PATCH] Fix formatting --- .../ScreenSpaceLighting/BilateralUpsample.hlsl | 4 ++-- .../Shaders/Denoising/DiffuseDenoiser.compute | 2 +- .../RaytracingIndirectDiffuse.compute | 14 +++++++------- 3 files changed, 10 insertions(+), 10 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.hlsl index fc7b2baafe8..87d76da5390 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.hlsl @@ -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) @@ -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; -} \ No newline at end of file +} diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DiffuseDenoiser.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DiffuseDenoiser.compute index a5a50a829a7..ca0dc3c22c7 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DiffuseDenoiser.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DiffuseDenoiser.compute @@ -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. diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute index fa6be2eed7d..c3ccdc4105e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute @@ -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); @@ -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); @@ -461,4 +461,4 @@ void AdjustIndirectDiffuseWeight(uint3 dispatchThreadId : SV_DispatchThreadID, u previousGIValue.w = 1.0f; _IndirectDiffuseTextureRW[COORD_TEXTURE2D_X(sourceCoord)] = previousGIValue; -} \ No newline at end of file +}