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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@@ -1,6 +1,7 @@
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using Misaki.ShaderGUI;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace Misaki.HdrpToon.Editor
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{
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@@ -12,6 +13,22 @@ namespace Misaki.HdrpToon.Editor
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{
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material.SetShaderPassEnabled(UtsShaderPassName.HAIR_SHADOW_CASTER_PASS_NAME, (MaterialType)material.GetInteger("_Material_Type") == MaterialType.FrontHair);
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material.SetShaderPassEnabled(UtsShaderPassName.HAIR_BLENDING_TARGET_PASS_NAME, material.GetInteger("_HairBlendingTarget") == 1);
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if (material.GetInteger("_AlphaCutoffEnable") > 0.0f)
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{
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material.SetInt("_ZTestGBuffer", (int)CompareFunction.Equal);
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}
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else
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{
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material.SetInt("_ZTestGBuffer", (int)CompareFunction.LessEqual);
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}
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//if (surfaceType == SurfaceType.Opaque)
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//{
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material.SetInt("_ZTestDepthEqualForOpaque", (int)CompareFunction.Equal);
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//}
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//else
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// material.SetInt(kZTestDepthEqualForOpaque, (int)material.GetTransparentZTest());
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}
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public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
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