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:
@@ -50,6 +50,57 @@ float3 UtsComputeDiffuseColor(float3 baseColor, float metallic)
|
||||
return UtsComputeDiffuseColor(baseColor, metallic, 0.0);
|
||||
}
|
||||
|
||||
float Random(float2 uv)
|
||||
{
|
||||
return frac(sin(dot(uv, float2(12.9898, 78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
float unity_noise_interpolate (float a, float b, float t)
|
||||
{
|
||||
return (1.0-t)*a + (t*b);
|
||||
}
|
||||
|
||||
float ValueNoise (float2 uv)
|
||||
{
|
||||
float2 i = floor(uv);
|
||||
float2 f = frac(uv);
|
||||
f = f * f * (3.0 - 2.0 * f);
|
||||
|
||||
uv = abs(frac(uv) - 0.5);
|
||||
float2 c0 = i + float2(0.0, 0.0);
|
||||
float2 c1 = i + float2(1.0, 0.0);
|
||||
float2 c2 = i + float2(0.0, 1.0);
|
||||
float2 c3 = i + float2(1.0, 1.0);
|
||||
float r0 = Random(c0);
|
||||
float r1 = Random(c1);
|
||||
float r2 = Random(c2);
|
||||
float r3 = Random(c3);
|
||||
|
||||
float bottomOfGrid = unity_noise_interpolate(r0, r1, f.x);
|
||||
float topOfGrid = unity_noise_interpolate(r2, r3, f.x);
|
||||
float t = unity_noise_interpolate(bottomOfGrid, topOfGrid, f.y);
|
||||
return t;
|
||||
}
|
||||
|
||||
float SimpleNoise(float2 UV, float Scale)
|
||||
{
|
||||
float t = 0.0;
|
||||
|
||||
float freq = pow(2.0, float(0));
|
||||
float amp = pow(0.5, float(3-0));
|
||||
t += ValueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
|
||||
|
||||
freq = pow(2.0, float(1));
|
||||
amp = pow(0.5, float(3-1));
|
||||
t += ValueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
|
||||
|
||||
freq = pow(2.0, float(2));
|
||||
amp = pow(0.5, float(3-2));
|
||||
t += ValueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
|
||||
|
||||
return t;
|
||||
}
|
||||
|
||||
#define SampleRampSignalLine(texture, u) (SAMPLE_TEXTURE2D_LOD(texture, s_linear_clamp_sampler, float2(u, 0.5), 0))
|
||||
|
||||
// Exposure
|
||||
@@ -243,4 +294,4 @@ float3 GetWorldPosFromDepthBuffer(float2 clipPos01, float cameraDepth)
|
||||
|
||||
return mul(unity_CameraToWorld, float4(localInvertDepthDirHD, 1.0)).xyz;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user