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/foundation/graphic/graphic_2d/rosen/modules/render_service_profiler/
H A Drs_profiler_dump.cpp146 auto& subsurface = out["subsurface"]; in DumpNodeSubsurfaces() local
147 subsurface.PushArray(); in DumpNodeSubsurfaces()
149 subsurface.Append(id); in DumpNodeSubsurfaces()
151 subsurface.PopArray(); in DumpNodeSubsurfaces()
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/
H A D3d_dm_lighting_common.h682 // subsurface scattering in CalculateLight()
690 float subsurface = mix(backScatter, 1.0, forwardScatter) * (1.0 - ssssv.thickness); in CalculateLight() local
691 calculatedColor += ssssv.scatterColor * (subsurface * dLambert()); in CalculateLight()

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