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

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