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;
This commit is contained in:
2025-08-17 13:10:38 +09:00
parent aeb4da48eb
commit 973f617590
27 changed files with 196 additions and 142 deletions

View File

@@ -196,7 +196,7 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
// 3. Sky Reflection
// Apply SSR.
#if (defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR_TRANSPARENT)) || (!defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR))
#if (defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR_TRANSPARENT)) || (!defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR)) && defined(_INDIRECT_SPECULAR_MODE_IBL)
{
IndirectLighting lighting = UtsEvaluateBSDF_ScreenSpaceReflection(posInput, preLightData, reflectionHierarchyWeight);
AccumulateIndirectLighting(lighting, aggregateLighting);
@@ -327,9 +327,10 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
#endif
}
if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_STOCKING))
if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_ANGEL_RING))
{
UtsEvaluateLighting_Stocking(fragInputs, posInput, bsdfData.normalWS, V, aggregateLighting);
DirectLighting lighting = UtsEvaluateLighting_AngelRing(fragInputs, bsdfData.normalWS, V);
AccumulateDirectLighting(lighting, aggregateLighting);
}
#ifndef _LIGHT_BASE_RIM_LIGHT_ON
@@ -340,10 +341,9 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
}
#endif
if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_ANGEL_RING))
if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_STOCKING))
{
DirectLighting lighting = UtsEvaluateLighting_AngelRing(fragInputs, bsdfData.normalWS, V);
AccumulateDirectLighting(lighting, aggregateLighting);
UtsEvaluateLighting_Stocking(fragInputs, posInput, preLightData, bsdfData.normalWS, V, aggregateLighting);
}
UtsPostEvaluateBSDF(posInput, preLightData, bsdfData, builtinData, aggregateLighting, lightLoopOutput);