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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@@ -141,12 +141,11 @@ namespace Misaki.HdrpToon
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}
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#endif
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// Use R8 or R16 directly?
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var format = _hairShadowQuality switch
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{
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BufferQuality.Low => GraphicsFormat.D16_UNorm,
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BufferQuality.High => GraphicsFormat.D32_SFloat,
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_ => GraphicsFormat.R16G16B16A16_SFloat
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_ => GraphicsFormat.D16_UNorm
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};
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_hairShadowRTHandle?.Release();
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@@ -274,7 +273,11 @@ namespace Misaki.HdrpToon
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excludeObjectMotionVectors = false,
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};
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CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
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#if UNITY_6000_3_OR_NEWER
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CoreUtils.DrawRendererList(ctx.cmd, ctx.renderContext.CreateRendererList(result));
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#else
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CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result, ctx.hdCamera));
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#endif
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Shader.SetGlobalFloat(_HAIR_SHADOW_DISTANCE_PROP_NAME, utsRenderer.shadowDistance.value);
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Shader.SetGlobalFloat(_HAIR_SHADOW_DISTANCE_SCALE_PROP_NAME, utsRenderer.shadowDistanceScale.value);
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@@ -308,7 +311,11 @@ namespace Misaki.HdrpToon
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excludeObjectMotionVectors = false,
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};
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CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
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#if UNITY_6000_3_OR_NEWER
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CoreUtils.DrawRendererList(ctx.cmd, ctx.renderContext.CreateRendererList(result));
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#else
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CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result, ctx.hdCamera));
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#endif
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}
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}
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