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Original file line number Diff line number Diff line change
Expand Up @@ -103,7 +103,7 @@ bool CreateMaterialData(PathIntersection pathIntersection, BuiltinData builtinDa
mtlData.subsurfaceWeightFactor = subsurfaceWeight;

SSS::Result subsurfaceResult;
float3 meanFreePath = -0.001 / (_ShapeParamsAndMaxScatterDists[mtlData.bsdfData.diffusionProfileIndex].rgb * _WorldScalesAndFilterRadiiAndThicknessRemaps[mtlData.bsdfData.diffusionProfileIndex].x);
float3 meanFreePath = 0.001 / (_ShapeParamsAndMaxScatterDists[mtlData.bsdfData.diffusionProfileIndex].rgb * _WorldScalesAndFilterRadiiAndThicknessRemaps[mtlData.bsdfData.diffusionProfileIndex].x);

if (!SSS::RandomWalk(shadingPosition, mtlData.bsdfData.normalWS, mtlData.bsdfData.diffuseColor, meanFreePath, pathIntersection.pixelCoord, subsurfaceResult))
return false;
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Expand Up @@ -174,7 +174,9 @@ internal Vector4 GetFrameWeights()

float weight = isRecording ? ShutterProfile(time) : 1.0f;

m_AccumulatedWeight += weight;
if (m_CurrentIteration < m_AccumulationSamples)
m_AccumulatedWeight += weight;

if (m_AccumulatedWeight > 0)
{
return new Vector4(weight, totalWeight, 1.0f / m_AccumulatedWeight, 0.0f);
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Expand Up @@ -256,7 +256,6 @@ void RenderPathTracing(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputText
cmd.SetGlobalTexture(HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);

// Inject the ray generation data

cmd.SetGlobalFloat(HDShaderIDs._RaytracingNumSamples, m_SubFrameManager.subFrameCount);
cmd.SetGlobalFloat(HDShaderIDs._RaytracingMinRecursion, m_PathTracingSettings.minimumDepth.value);
cmd.SetGlobalFloat(HDShaderIDs._RaytracingMaxRecursion, m_PathTracingSettings.maximumDepth.value);
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Expand Up @@ -76,8 +76,7 @@ void RayGenSubSurface()
DECODE_FROM_SSSBUFFER(posInput.positionSS, sssData);
float3 shapeParam = _ShapeParamsAndMaxScatterDists[sssData.diffusionProfileIndex].rgb * _WorldScalesAndFilterRadiiAndThicknessRemaps[sssData.diffusionProfileIndex].x;

// Deduce our scattering distance
// For some reason the value in shapeParam is negative, convert it to milimeters while we are there.
// Deduce our scattering distance (converted to mm)
float3 scatteringDistance = 1.0 / shapeParam * 0.001;

// Define which sample in the sequence we are up to.
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