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

@@ -117,10 +117,9 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
if (Max3(lightColor.r, lightColor.g, lightColor.b) > 0.0)
{
//SHADOW_TYPE sharpShadow = smoothstep(0.4, 0.6, shadow);
SHADOW_TYPE sharpShadow = shadow;
SHADOW_TYPE sharpShadow = smoothstep(0.3, 0.7, shadow);
#if _RECEIVE_HAIR_SHADOW_ON && ENABLE_UTS_HAIR_SHAOW
sharpShadow *= GetHairShadow(posInput, L);
sharpShadow *= GetHairShadow(posInput, L, bsdfData.normalWS);
#endif
#if _SHADING_MODE_SDF
@@ -133,6 +132,8 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
float3 diffuseTerm = 0.0;
float3 specularTerm = ComputeSpecularTerm(bsdfData, preLightData, V, L);
float NdotL = dot(bsdfData.normalWS, L);
#if _USE_SHADING_RAMP_MAP_ON
float rampMask = _ShadingRampMask;
@@ -141,7 +142,6 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
#endif
#if _SHADING_MODE_STANDARD
float NdotL = dot(bsdfData.normalWS, L);
float halfLambert = 0.5 * NdotL + 0.5;
float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(halfLambert * sharpShadow.x, rampMask), _ShadingIndex, 0).rgb;
@@ -156,7 +156,6 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
#endif
#else
#if _SHADING_MODE_STANDARD
float NdotL = dot(bsdfData.normalWS, L);
float halfLambert = 0.5 * NdotL + 0.5;
// float firstColorFeatherForMask = lerp(_1stShadeColorFeather, 0.0, max(_ComposerMaskMode, _FirstShadeOverridden));