Improve AmbientScope and OutlineScope
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@@ -247,9 +247,9 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
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#endif
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float3 lightInReflDir = 0.0;
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#ifdef _INDIRECT_DIFFUSE_OFF
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#ifdef _INDIRECT_DIFFUSE_MODE_OFF
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#elif _INDIRECT_DIFFUSE_IBL
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#elif _INDIRECT_DIFFUSE_MODE_IBL
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bool replaceBakeDiffuseLighting = false;
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#if !defined(_SURFACE_TYPE_TRANSPARENT) // No SSGI/RTGI/Mixed effect on transparent
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if (_IndirectDiffuseMode != INDIRECTDIFFUSEMODE_OFF)
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@@ -273,18 +273,18 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
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{
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UtsEvaluateBSDF_BakeDiffuse(posInput, preLightData, bsdfData, V, builtinData, lightInReflDir);
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}
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#elif _INDIRECT_DIFFUSE_MATCAP
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#elif _INDIRECT_DIFFUSE_MODE_MATCAP
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//builtinData.bakeDiffuseLighting = UtsEvaluateColor_MatCap(posInput.positionWS, bsdfData.normalWS, 0.0);
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UtsEvaluateBSDF_MatCapDiffuse(posInput.positionWS, bsdfData.normalWS, builtinData);
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#elif _INDIRECT_DIFFUSE_RAMP
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#elif _INDIRECT_DIFFUSE_MODE_RAMP
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UtsEvaluateBSDF_Ramp(posInput, bsdfData, builtinData);
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#endif
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if (featureFlags & LIGHTFEATUREFLAGS_ENV)
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{
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#if _INDIRECT_SPECULAR_OFF
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#if _INDIRECT_SPECULAR_MODE_OFF
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#elif _INDIRECT_SPECULAR_IBL
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#elif _INDIRECT_SPECULAR_MODE_IBL
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context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES;
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#if SCALARIZE_LIGHT_LOOP
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@@ -346,13 +346,13 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
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}
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}
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#elif _INDIRECT_SPECULAR_MATCAP
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#elif _INDIRECT_SPECULAR_MODE_MATCAP
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IndirectLighting lighting = UtsEvaluateBSDF_MatCapSpecular(posInput.positionWS, bsdfData, preLightData);
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AccumulateIndirectLighting(lighting, aggregateLighting);
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#endif
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}
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#if _INDIRECT_SPECULAR_IBL
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#if _INDIRECT_SPECULAR_MODE_IBL
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// Only apply the sky IBL if the sky texture is available
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if ((featureFlags & LIGHTFEATUREFLAGS_SKY) && _EnvLightSkyEnabled)
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{
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