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)

View File

@@ -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;