Finish the ShadingColorScope;

This commit is contained in:
Misaki
2025-02-01 00:32:02 +09:00
parent 780b3f9f13
commit 27e743755d
8 changed files with 75 additions and 144 deletions

View File

@@ -171,9 +171,9 @@ IndirectLighting UtsEvaluateBSDF_MatCapSpecular(float3 positionWS, UtsBSDFData b
float3 positionVS = mul(UNITY_MATRIX_V, float4(positionWS, 1.0)).xyz;
float3 normalVS = mul(UNITY_MATRIX_V, float4(bsdfData.normalWS, 1.0)).xyz;
float3 PcrossN = cross(normalize(positionVS), normalVS);
float3 pcrossN = cross(normalize(positionVS), normalVS);
float2 uv = PcrossN.yx;
float2 uv = pcrossN.yx;
uv.x *= -1;
uv = uv * 0.5 + 0.5;

View File

@@ -1,6 +1,5 @@
//Unity Toon Shader/HDRP
//nobuyuki@unity3d.com
//toshiyuki@unity3d.com (Universal RP/HDRP)
#ifndef UTS_LIGHT_LOOP
#define UTS_LIGHT_LOOP
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Macros.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/PhysicalCamera.hlsl"
@@ -478,4 +477,6 @@ UTSLightData GetCustomMainLightData(BuiltinData builtinData, UTSLightData mainPu
}
return utsLightData;
}
}
#endif