Added hair blending support.
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@@ -63,17 +63,16 @@ void Frag(PackedVaryingsToPS packedInput,
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#ifdef _DEPTHOFFSET_ON
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, out float outputDepth : SV_Depth
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#endif
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)
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)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
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FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
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float4 objPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
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float4 Set_UV0 = input.texCoord0;
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// The following temporary definition of unity_AmbientEquator is for HDRP only.
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//float4 unity_AmbientEquator = float4(0.05, 0.05, 0.05, 1.0); //Todo.
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//v.2.0.9
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//float3 envLightSource_GradientEquator = unity_AmbientEquator.rgb > 0.05 ? unity_AmbientEquator.rgb : half3(0.05, 0.05, 0.05);
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float3 envLightSource_GradientEquator = ShadeSH9(float4(0, 1, 0, 0));
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float3 envLightSource_SkyboxIntensity = max(
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@@ -83,9 +82,9 @@ void Frag(PackedVaryingsToPS packedInput,
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float3 ambientSkyColor = envLightSource_SkyboxIntensity.rgb > 0.0 ? envLightSource_SkyboxIntensity : envLightSource_GradientEquator;
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ambientSkyColor *= GetCurrentExposureMultiplier();
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float4 _BlendingTex_var = SAMPLE_TEXTURE2D(_HairBlendingMap, sampler_HairBlendingMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap));
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outColor = float4(_BlendingTex_var.rgb * ambientSkyColor, _BlendingTex_var.a);
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float4 blendingTex = SAMPLE_TEXTURE2D(_HairBlendingMap, sampler_HairBlendingMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap));
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outColor = float4(blendingTex.rgb + ambientSkyColor, blendingTex.a);
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#ifdef _DEPTHOFFSET_ON
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outputDepth = posInput.deviceDepth;
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#endif
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