HairRenderingResolvePPLL.shader 1.2 KB

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  1. {
  2. "Source" : "HairRenderingResolvePPLL.azsl",
  3. "DepthStencilState" :
  4. {
  5. "Depth" :
  6. {
  7. "Enable" : true, // The resolve will write the closest hair depth
  8. // Pixels that don't belong to the hair will be discarded, otherwise if a fragment
  9. // already exists in the list, it passed the depth test in the fill pass
  10. "CompareFunc" : "Always"
  11. },
  12. "Stencil" :
  13. {
  14. "Enable" : false
  15. }
  16. },
  17. // Note that in the original TressFX 4.1 a blend operation is used with source One and destination AlphaSource.
  18. // In our current implementation alpha blending is not required as the backbuffer is being sampled to create
  19. // the proper background color. This will prevent having the slight silhuette that the original implementation
  20. // sometime had.
  21. "GlobalTargetBlendState" :
  22. {
  23. "Enable" : false
  24. },
  25. "ProgramSettings":
  26. {
  27. "EntryPoints":
  28. [
  29. {
  30. "name": "FullScreenVS",
  31. "type": "Vertex"
  32. },
  33. {
  34. "name": "PPLLResolvePS",
  35. "type": "Fragment"
  36. }
  37. ]
  38. }
  39. }