Derive gaussian splat SH order from resource layout

This commit is contained in:
2026-04-11 06:57:47 +08:00
parent 785377bc9b
commit b3acb5afc2
5 changed files with 82 additions and 1 deletions

View File

@@ -1064,6 +1064,11 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
commandList->SetPipelineState(pipelineState);
const float shOrder =
visibleGaussianSplat.gaussianSplat != nullptr
? static_cast<float>(visibleGaussianSplat.gaussianSplat->GetSHOrder())
: 0.0f;
const PerObjectConstants perObjectConstants = {
sceneData.cameraData.projection,
sceneData.cameraData.view,
@@ -1080,7 +1085,7 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
Math::Vector4(
static_cast<float>(cachedGaussianSplat->splatCount),
static_cast<float>(workingSet->sortCapacity),
3.0f,
shOrder,
0.0f)
};