Updated OutlineScope;
Reorgnize shader code;
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@@ -4,7 +4,7 @@
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Macros.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/PhysicalCamera.hlsl"
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#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Lighting/UtsLightEvaluation.hlsl"
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#include "Packages/com.misaki.hdrp-toon/Runtime/Models/SurfaceFeatureFlags.cs.hlsl"
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#include "Packages/com.misaki.hdrp-toon/Runtime/Models/SurfaceFeature.cs.hlsl"
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// Channel mask enum.
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// this must be same to UI cs code
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@@ -372,7 +372,7 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
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#endif
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}
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if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATUREFLAGS_ANGEL_RING))
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if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_ANGEL_RING))
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{
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DirectLighting lighting = UtsEvaluateAngelRing(fragInputs, bsdfData.normalWS, V);
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AccumulateDirectLighting(lighting, aggregateLighting);
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