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;
This commit is contained in:
2025-05-15 16:07:54 +09:00
parent d19322b768
commit 35dc7b15a6
21 changed files with 234 additions and 103 deletions

View File

@@ -127,7 +127,7 @@ namespace Misaki.HdrpToon.Editor
if (materials.All(mat =>
{
var pbrMode = mat.GetPBRMode();
return pbrMode != PBRMode.KKHair && pbrMode != PBRMode.Toon;
return pbrMode != PBRMode.Hair && pbrMode != PBRMode.Toon;
}))
{
editor.ShaderProperty(Properties.metallic, Styles.metallicText);
@@ -137,11 +137,11 @@ namespace Misaki.HdrpToon.Editor
}
}
if (materials.All(mat => mat.GetPBRMode() == PBRMode.Anisotropy || mat.GetPBRMode() == PBRMode.KKHair))
if (materials.All(mat => mat.GetPBRMode() == PBRMode.Anisotropy || mat.GetPBRMode() == PBRMode.Hair))
{
EditorGUILayout.Space();
editor.KeywordTexturePropertySingleLine(Styles.anisotropyMapText, Properties.anisotropyMap, Properties.anisotropy);
if (materials.All(mat => mat.GetPBRMode() == PBRMode.KKHair))
if (materials.All(mat => mat.GetPBRMode() == PBRMode.Hair))
{
editor.ShaderProperty(Properties.kkColor, Styles.kkColorText);
editor.ShaderProperty(Properties.bsdfContribution, Styles.bsdfContributionText);