Added new fabirc pbr mode;
Added new stocking surface feature; Fixed the issue that diffuse bsdf is not energy conserving. Fixed the bug that shader can not render alpha clip properly;
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@@ -14,6 +14,7 @@ namespace Misaki.HdrpToon.Editor
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public static MaterialProperty rimLightColor;
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public static MaterialProperty rimLightIntensity;
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public static MaterialProperty albedoAffectRimLight;
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public static MaterialProperty screenSpaceRimLight;
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public static MaterialProperty rimLightLevel;
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public static MaterialProperty rimLightClipping;
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@@ -28,6 +29,7 @@ namespace Misaki.HdrpToon.Editor
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public static readonly GUIContent rimLightColorText = new("Rim Light Color", "Specifies the color of rim light.");
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public static readonly GUIContent rimLightIntensityText = new("Rim Light Strength", "Specifies Rim Light strength.");
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public static readonly GUIContent albedoAffectRimLightText = new("Albedo Affect Rim Light", "Enable to let the albedo color affect the rim light color. The alpha channel of rim light color will be the blending weight.");
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public static readonly GUIContent screenSpaceRimLightText = new("Screen Space Rim Light", "Enable to make the rim light width constant in screen space.");
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public static readonly GUIContent rimLightLevelText = new("Rim Light Level", "Specifies Rim Light power intensity.");
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public static readonly GUIContent rimLightClippingText = new("Rim Light Clipping", "Enable to Clip the rim light at specific level");
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@@ -46,6 +48,7 @@ namespace Misaki.HdrpToon.Editor
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Properties.rimLightColor = FindProperty(RIM_LIGHT_COLOR);
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Properties.rimLightIntensity = FindProperty(RIM_LIGHT_INTENSITY);
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Properties.albedoAffectRimLight = FindProperty(ALBEDO_AFFECT_RIM_LIGHT);
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Properties.screenSpaceRimLight = FindProperty(SCREEN_SPACE_RIM_LIGHT);
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Properties.rimLightLevel = FindProperty(RIM_LIGHT_LEVEL);
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Properties.rimLightClipping = FindProperty(RIM_LIGHT_CLIPPING);
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@@ -60,6 +63,7 @@ namespace Misaki.HdrpToon.Editor
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editor.ShaderProperty(Properties.rimLightColor, Styles.rimLightColorText);
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editor.ShaderProperty(Properties.rimLightIntensity, Styles.rimLightIntensityText);
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editor.ShaderProperty(Properties.albedoAffectRimLight, Styles.albedoAffectRimLightText);
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editor.ShaderProperty(Properties.screenSpaceRimLight, Styles.screenSpaceRimLightText);
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editor.ShaderProperty(Properties.rimLightLevel, Styles.rimLightLevelText);
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