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