Updated namespace;
Added UTSPass; Chnaged the RTHanlde _HairShadowMap to not reallocate when screen resolution decreased;
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@@ -910,7 +910,7 @@ void Frag(PackedVaryingsToPS packedInput,
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utsAggregateLighting.directSpecular += _SDFNoseHighlightCoef * SDFNoseHighlight(angle, sdfRes.g, rightside, SDF_UV) * lightColor;
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#endif
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#if defined(_RECEIVE_HAIR_SHADOW) && defined(_HAIR_SHADOWS)
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#ifdef _RECEIVE_HAIR_SHADOW
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// Push the face fragment view space position towards the light for a little bit
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float hairShadowOpacity = saturate(Remap(length(posInput.positionWS), float2(_HairShadowFadeOutDistance, _HairShadowFadeInDistance), float2(0, 1)));
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@@ -924,8 +924,8 @@ void Frag(PackedVaryingsToPS packedInput,
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float2 samplingPoint = (input.positionSS.xy + shadowLength * viewLightDir.xy * (_ScreenSize.xy / float2 (1920.0f, 1080.0f))) * _ScreenSize.zw; // Use 1080p as the reference resolution to achieve consistent shadow lengths across various screen resolutions.
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// Then sample the hair buffer, to see if the fragment lands in shadow.
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float4 hairBuffer = SAMPLE_TEXTURE2D(_HairShadowTex, s_trilinear_clamp_sampler, samplingPoint);
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float hairDepth = hairBuffer.r;
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float2 scaledUVs = samplingPoint * _HairShadowRTHandleScale; // 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 hairDepth = SAMPLE_TEXTURE2D(_HairShadowTex, s_trilinear_clamp_sampler, scaledUVs).r;
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float depthCorrect = posInput.deviceDepth <= hairDepth + _HairShadowDepthBias ? 1 : 0; // Hair < Face means Hair are closer to camera
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// Note that we have LinearEyeDepth in the buffer. A comparison of depth is needed so that we don't project the shadow of hair behind the face.
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float hairShadow = lerp(0,hairShadowOpacity,depthCorrect);
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