Updated OutlineScope;

Reorgnize shader code;
This commit is contained in:
2025-02-03 13:46:31 +09:00
parent 281dfbc4f0
commit 886432db7b
24 changed files with 275 additions and 293 deletions

View File

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