Fixed the bug that alpha clip does not working properly;

This commit is contained in:
2025-03-24 21:41:58 +09:00
parent 410af63578
commit abdf6196ed
8 changed files with 73 additions and 64 deletions

View File

@@ -124,11 +124,11 @@ UTSSurfaceData GetUTSSurfaceData(FragInputs input, float3 V)
float4 normalLocal = float4(0, 0, 1.0, 1.0);
#if _NORMALMAP
if (_Use_SSSLut)
{
normalLocal = SAMPLE_TEXTURE2D_LOD(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap), _SSSIntensity);
}
else
// if (_Use_SSSLut)
// {
// normalLocal = SAMPLE_TEXTURE2D_LOD(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap), _SSSIntensity);
// }
// else
{
normalLocal = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap));
normalLocal.rgb = UnpackNormalScale(normalLocal, _NormalScale);
@@ -190,7 +190,8 @@ UTSSurfaceData GetUTSSurfaceData(FragInputs input, float3 V)
output.geomNormalWS = input.tangentToWorld[2];
output.tangentWS = Orthonormalize(input.tangentToWorld[0].rgb, normalWS);
output.subsurfaceColor = SAMPLE_TEXTURE2D(_SSSLutMap, s_linear_clamp_sampler, TRANSFORM_TEX(input.texCoord0, _BaseColorMap)) * _SSSIntensity;
// output.subsurfaceColor = SAMPLE_TEXTURE2D(_SSSLutMap, s_linear_clamp_sampler, TRANSFORM_TEX(input.texCoord0, _BaseColorMap)) * _SSSIntensity;
output.subsurfaceColor = 0.0;
output.anisotropy = anisotropy;
@@ -583,4 +584,4 @@ float3 SampleBakedGI_UTS_OutLine(float3 positionRWS, float3 normalWS, float2 uvS
}
#endif //#ifndef UCTS_HDRP_INCLUDED
#endif //#ifndef UCTS_HDRP_INCLUDED

View File

@@ -391,4 +391,4 @@ void UtsGetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInput
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
#endif
#endif

View File

@@ -11,13 +11,6 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
// We dont have to calculate lighting here if we are using sdf shadow
#ifndef _SDFShadow
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode != 0)
{
return float3(0.0f, 0.0f, 0.0f);
}
#endif // _IS_CLIPPING_MATTE
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
// input.positionSS is SV_Position

View File

@@ -1,5 +1,7 @@
// Surface Option
float _SurfaceFeatures;
half _AlphaCutoffEnable;
float _AlphaCutoff;
// Shading Color
float4 _BaseColor;
@@ -58,8 +60,8 @@ float _ToonSpecularFeather;
float _BSDFContribution;
float _EnergyConservingSpecularColor;
float _SSSIntensity;
int _Use_SSSLut;
// float _SSSIntensity;
// int _Use_SSSLut;
float3 _EmissiveColor;
half _AlbedoAffectEmissive;
@@ -118,11 +120,12 @@ float _LightIntensityMultiplier;
// Light Loop
float3 _ObjectCenterPositionWS;
// NOTE: Not sure what these are for
// float _FirstShadeOverridden;
// float _SecondShadeOverridden;
float _UseShadowThreshold;
float _AlphaCutoffShadow;
float _ComposerMaskMode;
#if defined(_UTS_TOON_EV_PER_MODEL)

View File

@@ -82,12 +82,7 @@ void Frag(PackedVaryingsToPS packedInput,
discard;
}
#endif
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode != 0)
{
discard;
}
#endif // _IS_CLIPPING_MATTE
#if defined(UTS_DEBUG_SHADOWMAP_NO_OUTLINE)
discard;
#endif

View File

@@ -146,26 +146,23 @@ void Frag(PackedVaryingsToPS packedInput,
// Initialize the contactShadow and contactShadowFade fields
InitContactShadow(posInput, context);
float channelAlpha = 0.0f;
LightLoopOutput lightLoopOutput;
ZERO_INITIALIZE(LightLoopOutput, lightLoopOutput);
UtsLightLoop(input, posInput, bsdfData, builtinData, V, featureFlags, lightLoopOutput);
float3 finalColor = lightLoopOutput.diffuseLighting + lightLoopOutput.specularLighting;
#ifdef _IS_TRANSCLIPPING_OFF
outColor = float4(finalColor, 1 * ApplyChannelAlpha(channelAlpha));
#elif _IS_TRANSCLIPPING_ON
float Set_Opacity = saturate((inverseClipping + _Tweak_transparency));
outColor = EvaluateAtmosphericScattering(posInput, V, float4(finalColor, 1));
outColor = float4(outColor.rgb, Set_Opacity * ApplyChannelAlpha(channelAlpha));
#endif
// #if _SURFACE_TYPE_TRANSPARENT
// float alpha = channelAlpha;
// outColor = EvaluateAtmosphericScattering(posInput, V, float4(finalColor, 1));
// #else
// float alpha = lerp(1.0, channelAlpha, _AlphaCutoffEnable);
// #endif
//
// alpha = lerp(alpha, step(_AlphaCutoff, alpha), _AlphaCutoffEnable);
outColor = float4(finalColor, 1.0);
#if _MATERIAL_TYPE_FRONTHAIR && ENABLE_UTS_HAIR_BLENDING
float2 screenUV = posInput.positionNDC * _HairBlendingRTHandleScale.xy;
@@ -196,4 +193,4 @@ void Frag(PackedVaryingsToPS packedInput,
outVTFeedback = builtinData.vtPackedFeedback;
#endif
}
}