From d7beb63413a39afd9353d6e048d1e170b3d0bc1c Mon Sep 17 00:00:00 2001 From: StarBeats <977663818@qq.com> Date: Fri, 30 Jan 2026 17:57:41 +0800 Subject: [PATCH] sync --- .../ShaderLibrary/CapsuleShadow.hlsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/ShaderLibrary/CapsuleShadow.hlsl b/Packages/com.unity.render-pipelines.universal@14.0.11/ShaderLibrary/CapsuleShadow.hlsl index 94b0714..745328f 100644 --- a/Packages/com.unity.render-pipelines.universal@14.0.11/ShaderLibrary/CapsuleShadow.hlsl +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/ShaderLibrary/CapsuleShadow.hlsl @@ -198,7 +198,7 @@ float CalcSphereOcclusion2(in float3 pos, in float3 nor, in float4 sph) // return clamp(1.0 - dot(nor, di) * rsqrt(sqL * sqL * sqL), 0.1, 1); } -float sphOcclusion( in float3 pos, in float3 nor, in float4 sph ) +float CalcSphereOcclusion2_( in float3 pos, in float3 nor, in float4 sph ) { float3 di = sph.xyz - pos; float l = length(di); @@ -241,7 +241,7 @@ float CalcCapsuleOcclusionByIndexV2(float3 p, float3 n, uint s, uint e, float in // p 在 ba 上投影长度与 ba 长度比值 float t = /* abs(l) < 1e-8f ? 0.0 : */ saturate(dot(pa, ba) / l); float3 positionToRay = capsule.a + t * ba; - ao *= sphOcclusion(p, n, float4(positionToRay, capsule.radius)); + ao *= CalcSphereOcclusion2_(p, n, float4(positionToRay, capsule.radius)); } ao = saturate(lerp(1, ao, intensity)); return saturate(lerp(1, ao, intensity1));