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authorEgor Yusov <egor.yusov@gmail.com>2019-02-17 06:59:22 +0000
committerEgor Yusov <egor.yusov@gmail.com>2019-02-17 06:59:22 +0000
commit4ac45fb2390f3edda4b0dfb0db5e447c2990b865 (patch)
tree4a41f1bdfcf4b85213138d0dc1b3b71e2c27f637 /Shaders/PostProcess
parentSome final improvements to epipolar light scattering effect (diff)
downloadDiligentFX-4ac45fb2390f3edda4b0dfb0db5e447c2990b865.tar.gz
DiligentFX-4ac45fb2390f3edda4b0dfb0db5e447c2990b865.zip
Added readme
Diffstat (limited to 'Shaders/PostProcess')
-rw-r--r--Shaders/PostProcess/EpipolarLightScattering/public/EpipolarLightScatteringStructures.fxh8
1 files changed, 5 insertions, 3 deletions
diff --git a/Shaders/PostProcess/EpipolarLightScattering/public/EpipolarLightScatteringStructures.fxh b/Shaders/PostProcess/EpipolarLightScattering/public/EpipolarLightScatteringStructures.fxh
index 2636a54..47ba24b 100644
--- a/Shaders/PostProcess/EpipolarLightScattering/public/EpipolarLightScatteringStructures.fxh
+++ b/Shaders/PostProcess/EpipolarLightScattering/public/EpipolarLightScatteringStructures.fxh
@@ -93,14 +93,16 @@
struct EpipolarLightScatteringAttribs
{
- // Total number of epipolar slices (or lines).
+ // Total number of epipolar slices (or lines). For high quality effect,
+ // set this value to (Screen Width + Screen Height)/2
uint uiNumEpipolarSlices DEFAULT_VALUE(512);
// Maximum number of samples on a single epipolar line.
+ // For high quality effect, set this value to max(Screen Width, Screen Height)/2.
uint uiMaxSamplesInSlice DEFAULT_VALUE(256);
// Initial ray marching sample spacing on an epipolar line.
// Additional samples are added at discontinuities.
uint uiInitialSampleStepInSlice DEFAULT_VALUE(16);
- // Sample density near the epipole where inscattering changes rapidly.
+ // Sample density scale near the epipole where inscattering changes rapidly.
// Note that sampling near the epipole is very cheap since only a few steps
// required to perform ray marching.
uint uiEpipoleSamplingDensityFactor DEFAULT_VALUE(2);
@@ -116,7 +118,7 @@ struct EpipolarLightScatteringAttribs
// for additional cost.
BOOL bCorrectScatteringAtDepthBreaks DEFAULT_VALUE(FALSE);
// Whether to display pixels which are classified as depth discontinuities and which
- // will be correct. Only has effect when bCorrectScatteringAtDepthBreaks is TRUE.
+ // will be corrected. Only has effect when bCorrectScatteringAtDepthBreaks is TRUE.
BOOL bShowDepthBreaks DEFAULT_VALUE(FALSE);
// Whether to show lighting only