From 4ac45fb2390f3edda4b0dfb0db5e447c2990b865 Mon Sep 17 00:00:00 2001 From: Egor Yusov Date: Sat, 16 Feb 2019 22:59:22 -0800 Subject: Added readme --- .../public/EpipolarLightScatteringStructures.fxh | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) (limited to 'Shaders/PostProcess') 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 -- cgit v1.2.3