float2 uv
=
texCoordProj.xy
/
texCoordProj.w;
float2 uvScaled = uv * wh;
float2 ef = ddx(uvScaled);
float2 gh = ddy(uvScaled);
half sInv = length(float4(ef,gh));
half s = 1.4 / sInv; // 估计纹理像素的缩放倍数
详见《游戏编程精粹6》, P395, 路标渲染清晰化
float2 uvScaled = uv * wh;
float2 ef = ddx(uvScaled);
float2 gh = ddy(uvScaled);
half sInv = length(float4(ef,gh));
half s = 1.4 / sInv; // 估计纹理像素的缩放倍数
详见《游戏编程精粹6》, P395, 路标渲染清晰化