Added new stocking scope to shader gui;
Added new stocking surface feature; Added unity 6.3 support; Fixed the issue that ssr weight does not blend ibl and ssr properly; Fixed the issue that material recive ssr regardless of specular ambient mode;
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@@ -112,7 +112,7 @@ IndirectLighting UtsEvaluateBSDF_ScreenSpaceReflection(PositionInputs posInput,
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// Apply the weight on the ssr contribution (if required)
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ApplyScreenSpaceReflectionWeight(ssrLighting);
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reflectionHierarchyWeight = ssrLighting.a;
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reflectionHierarchyWeight = ssrLighting.a * _SSRWeight;
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lighting.specularReflected = lerp(lighting.specularReflected, ssrLighting.rgb * preLightData.specularFGD, _SSRWeight);
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}
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@@ -196,7 +196,7 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
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// 3. Sky Reflection
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// Apply SSR.
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#if (defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR_TRANSPARENT)) || (!defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR))
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#if (defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR_TRANSPARENT)) || (!defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR)) && defined(_INDIRECT_SPECULAR_MODE_IBL)
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{
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IndirectLighting lighting = UtsEvaluateBSDF_ScreenSpaceReflection(posInput, preLightData, reflectionHierarchyWeight);
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AccumulateIndirectLighting(lighting, aggregateLighting);
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@@ -327,9 +327,10 @@ 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, SURFACEFEATURE_STOCKING))
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if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_ANGEL_RING))
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{
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UtsEvaluateLighting_Stocking(fragInputs, posInput, bsdfData.normalWS, V, aggregateLighting);
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DirectLighting lighting = UtsEvaluateLighting_AngelRing(fragInputs, bsdfData.normalWS, V);
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AccumulateDirectLighting(lighting, aggregateLighting);
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}
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#ifndef _LIGHT_BASE_RIM_LIGHT_ON
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@@ -340,10 +341,9 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
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}
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#endif
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if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_ANGEL_RING))
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if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_STOCKING))
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{
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DirectLighting lighting = UtsEvaluateLighting_AngelRing(fragInputs, bsdfData.normalWS, V);
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AccumulateDirectLighting(lighting, aggregateLighting);
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UtsEvaluateLighting_Stocking(fragInputs, posInput, preLightData, bsdfData.normalWS, V, aggregateLighting);
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}
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UtsPostEvaluateBSDF(posInput, preLightData, bsdfData, builtinData, aggregateLighting, lightLoopOutput);
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@@ -117,10 +117,9 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
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if (Max3(lightColor.r, lightColor.g, lightColor.b) > 0.0)
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{
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//SHADOW_TYPE sharpShadow = smoothstep(0.4, 0.6, shadow);
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SHADOW_TYPE sharpShadow = shadow;
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SHADOW_TYPE sharpShadow = smoothstep(0.3, 0.7, shadow);
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#if _RECEIVE_HAIR_SHADOW_ON && ENABLE_UTS_HAIR_SHAOW
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sharpShadow *= GetHairShadow(posInput, L);
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sharpShadow *= GetHairShadow(posInput, L, bsdfData.normalWS);
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#endif
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#if _SHADING_MODE_SDF
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@@ -133,6 +132,8 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
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float3 diffuseTerm = 0.0;
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float3 specularTerm = ComputeSpecularTerm(bsdfData, preLightData, V, L);
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float NdotL = dot(bsdfData.normalWS, L);
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#if _USE_SHADING_RAMP_MAP_ON
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float rampMask = _ShadingRampMask;
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@@ -141,7 +142,6 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
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#endif
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#if _SHADING_MODE_STANDARD
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float NdotL = dot(bsdfData.normalWS, L);
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float halfLambert = 0.5 * NdotL + 0.5;
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float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(halfLambert * sharpShadow.x, rampMask), _ShadingIndex, 0).rgb;
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@@ -156,7 +156,6 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
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#endif
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#else
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#if _SHADING_MODE_STANDARD
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float NdotL = dot(bsdfData.normalWS, L);
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float halfLambert = 0.5 * NdotL + 0.5;
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// float firstColorFeatherForMask = lerp(_1stShadeColorFeather, 0.0, max(_ComposerMaskMode, _FirstShadeOverridden));
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@@ -12,7 +12,6 @@ float3 UtsGetShadowNormal(UtsBSDFData bsdfData)
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float3 SampleSDFTexture(float3 L, float2 uv, out float angle)
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{
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// TODO: Move sdf sample result to UtsBSDFData to avoid sampleing in a loop
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float2 right_uv = float2(1 - uv.x, uv.y);
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float3 left_SDFTex = SAMPLE_TEXTURE2D(_SDFShadingMap, sampler_SDFShadingMap, uv).rgb;
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float3 right_SDFTex = SAMPLE_TEXTURE2D(_SDFShadingMap, sampler_SDFShadingMap, right_uv).rgb;
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@@ -27,7 +26,7 @@ float3 SampleSDFTexture(float3 L, float2 uv, out float angle)
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return isRightSide ? right_SDFTex : left_SDFTex;
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}
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float GetHairShadow(PositionInputs posInput, float3 L)
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float GetHairShadow(PositionInputs posInput, float3 L, float N)
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{
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float shadow = 1.0;
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@@ -37,16 +36,21 @@ float GetHairShadow(PositionInputs posInput, float3 L)
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if (hairShadowOpacity > 0.0)
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{
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float3 viewLightDir = TransformWorldToViewDir(L);
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float3 viewOffsetPos = TransformWorldToView(posInput.positionWS) + viewLightDir * _HairShadowDistance * 0.01;
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float distance = _HairShadowDistance + max(0.0, posInput.linearDepth * _HairShadowDistanceScaleFactor);
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float3 viewOffsetPos = TransformWorldToView(posInput.positionWS) + viewLightDir * distance * 0.01;
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float4 clipPos = mul(UNITY_MATRIX_P, float4(viewOffsetPos, 1.0));
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float2 samplingPointSS = clipPos.xy / clipPos.w;
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samplingPointSS = samplingPointSS * 0.5 + 0.5;
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#if UNITY_UV_STARTS_AT_TOP
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samplingPointSS.y = 1.0 - samplingPointSS.y;
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#endif
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float NdotL = saturate(dot(N, L));
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float slopeBias = (1.0 - NdotL) * _HairShadowDepthBias;
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float2 scaledUVs = samplingPointSS * _RTHandleScale.xy; // We have to including the scaling factor for our shadow map since we are not going to allocate new texture if the rendering resolution changed.
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float hairShadow = SAMPLE_TEXTURE2D_SHADOW(_HairShadowTex, s_linear_clamp_compare_sampler, float3(scaledUVs, posInput.deviceDepth + _HairShadowDepthBias)).r;
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float hairShadow = SAMPLE_TEXTURE2D_SHADOW(_HairShadowTex, s_linear_clamp_compare_sampler, float3(scaledUVs, posInput.deviceDepth + slopeBias)).r;
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shadow = lerp(1.0 - hairShadowOpacity, 1.0, hairShadow);
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}
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