Added new ramp diffuse ambient mode.

This commit is contained in:
2025-05-06 00:01:08 +09:00
parent abdf6196ed
commit 10331b93ff
6 changed files with 86 additions and 33 deletions

View File

@@ -194,9 +194,10 @@ IndirectLighting UtsEvaluateBSDF_MatCapSpecular(float3 positionWS, UtsBSDFData b
return lighting;
}
void UtsEvaluateBSDF_Ramp(PositionInputs posInput, UtsBSDFData bsdfData, float3 L, inout BuiltinData builtinData)
void UtsEvaluateBSDF_Ramp(PositionInputs posInput, UtsBSDFData bsdfData, inout BuiltinData builtinData)
{
// TODO
float3 lighting = SAMPLE_TEXTURE2D_ARRAY(_IndirectDiffuseRampMap, s_trilinear_clamp_sampler, float2(_IndirectDiffuseRampPosition, 0.0), _IndirectDiffuseRampIndex).rgb;
builtinData.bakeDiffuseLighting = lighting * GetInverseCurrentExposureMultiplier();
}
IndirectLighting UtsEvaluateBSDF_Env(LightLoopContext lightLoopContext, PositionInputs posInput, PreLightData preLightData, EnvLightData lightData, UtsBSDFData bsdfData, int influenceShapeType, int GPUImageBasedLightingType, inout float hierarchyWeight)

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@@ -139,12 +139,12 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
float NdotL = dot(bsdfData.normalWS, L);
float halfLambert = 0.5 * NdotL + 0.5;
float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(halfLambert * shadow.x, rampMask), _ShadingIndex, 0.0).rgb;
float3 rampColor = SAMPLE_TEXTURE2D_ARRAY(_ShadingRampMap, s_linear_clamp_sampler, float2(halfLambert * shadow.x, rampMask), _ShadingIndex).rgb;
diffuseTerm = bsdfData.diffuseColor * rampColor;
specularTerm *= saturate(NdotL) * sharpShadow;
#elif _SHADING_MODE_SDF
float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(sdfShadowMask * sharpShadow.x, rampMask), _ShadingIndex, 0.0).rgb;
float3 rampColor = SAMPLE_TEXTURE2D_ARRAY(_ShadingRampMap, s_linear_clamp_sampler, float2(sdfShadowMask * sharpShadow.x, rampMask), _ShadingIndex).rgb;
diffuseTerm = bsdfData.diffuseColor * rampColor;
specularTerm = (specularTerm + sdfHighlight) * sdfShadowMask * sharpShadow;

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@@ -42,6 +42,8 @@ TEXTURE2D_X(_HairBlendingTex);
TEXTURE2D(_IndirectDiffuseMatCapMap);
TEXTURE2D(_IndirectSpecularMatCapMap);
TEXTURE2D_ARRAY(_IndirectDiffuseRampMap);
TEXTURE2D(_ClippingMask);
TEXTURE2D(_AngelRingColorMap);

View File

@@ -9,8 +9,8 @@ float4 _BaseColorMap_ST;
float4 _BaseColorMap_TexelSize;
float4 _BaseColorMap_MipInfo;
float _ShadingIndex;
half _ShadingRampMask;
int _ShadingIndex;
float _ShadingRampMask;
float4 _1stShadeColor;
float4 _2ndShadeColor;
@@ -72,6 +72,9 @@ float _ObjectSpaceUVMappingEmissive;
// Ambient
float _IndirectDiffuseMatCapLod;
int _IndirectDiffuseRampIndex;
float _IndirectDiffuseRampPosition;
float _IndirectDiffuseIntensity;
float _SSAOWeight;
float _SSGIWeight;