Added UTSPolygonFormFactor and UTSComputeEdgeFactor
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@@ -54,23 +54,21 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
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float3 addPassLightColor;
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if (lightType == GPULIGHTTYPE_TUBE)
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{
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addPassLightColor = (0.5f * preLightData.diffuseFGD + 0.5f) / PI * additionalLightColor.rgb * utsLightData.diffuseDimmer;
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addPassLightColor = (0.5f * preLightData.diffuseFGD + 0.5f) / PI * additionalLightColor.rgb;
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}
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else if (lightType == GPULIGHTTYPE_RECTANGLE)
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{
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addPassLightColor = preLightData.diffuseFGD * additionalLightColor.rgb * utsLightData.diffuseDimmer;
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//addPassLightColor = (0.5f * preLightData.diffuseFGD + 0.5f) * additionalLightColor.rgb * utsLightData.diffuseDimmer;
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addPassLightColor = preLightData.diffuseFGD * additionalLightColor.rgb;
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}
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else
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{
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addPassLightColor = _HalfLambert_var * additionalLightColor.rgb * utsLightData.diffuseDimmer;
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addPassLightColor = _HalfLambert_var * additionalLightColor.rgb;
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}
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float pureIntencity = max(0.001, (0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b));
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float pureIntencity = max(0.001, (0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b));
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float3 lightColor = max(float3(0.0, 0.0, 0.0), lerp(addPassLightColor, lerp(float3(0.0, 0.0, 0.0), min(addPassLightColor, addPassLightColor / pureIntencity), notDirectional), _Is_Filter_LightColor));
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float3 halfDirection = normalize(viewDirection + lightDirection); // has to be recalced here.
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//v.2.0.5:
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//v.2.0.5:
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_1st_ShadeColor_Step = saturate(_1st_ShadeColor_Step + _StepOffset);
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_2nd_ShadeColor_Step = saturate(_2nd_ShadeColor_Step + _StepOffset);
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//
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@@ -156,8 +154,8 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
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channelOutAlpha =
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lerp(Set_BaseColorAlpha, lerp(Set_1st_ShadeAlpha, Set_2nd_ShadeAlpha, Set_ShadeShadowMask), Set_FinalShadowMask);
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#endif
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utsAggregateLighting.directDiffuse = diffuseTerm;
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return;
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//utsAggregateLighting.directDiffuse = utsLightData.diffuseDimmer;
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//return;
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//v.2.0.6: Add HighColor if _Is_Filter_HiCutPointLightColor is False
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@@ -246,7 +244,7 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
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specularTerm = specularTerm * (1.0 - Set_FinalShadowMask) * PI * surfaceData.specularColor;
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diffuseTerm = diffuseTerm * albedoIntensity;
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utsAggregateLighting.directDiffuse += diffuseTerm;
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utsAggregateLighting.directSpecular += specularTerm;
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utsAggregateLighting.directDiffuse += diffuseTerm * utsLightData.diffuseDimmer;
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utsAggregateLighting.directSpecular += specularTerm * utsLightData.specularDimmer;
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#endif // _SDFShadow
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}
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