Added AdvanceScope;
Added energy conservation to diffuse lighting; Clean up shader properties;
This commit is contained in:
@@ -679,8 +679,8 @@ void Frag(PackedVaryingsToPS packedInput,
|
||||
lightDirection = lerp(lightDirection, customLightDirection, _Is_BLD);
|
||||
float3 originalLightColor = customMainLight.lightColor.rgb;
|
||||
|
||||
originalLightColor = lerp(originalLightColor, clamp(originalLightColor, ConvertFromEV100(_ToonEvAdjustmentValueMin ), ConvertFromEV100(_ToonEvAdjustmentValueMax)), _ToonEvAdjustmentCurve) * _Light_Intensity_Multiplier;
|
||||
float3 lightColor = lerp(max(defaultLightColor, originalLightColor), max(defaultLightColor, saturate(originalLightColor)), max(_Is_Filter_LightColor, _ToonLightHiCutFilter));
|
||||
originalLightColor = lerp(originalLightColor, clamp(originalLightColor, ConvertFromEV100(_ToonEvAdjustmentValueMin ), ConvertFromEV100(_ToonEvAdjustmentValueMax)), _ToonEvAdjustmentCurve) * _LightIntensityMultiplier;
|
||||
float3 lightColor = lerp(max(defaultLightColor, originalLightColor), max(defaultLightColor, saturate(originalLightColor)), max(_ClampLightColor, _ToonLightHiCutFilter));
|
||||
|
||||
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_BaseColorMap,TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st);
|
||||
float3 _1st_Shade_var = lerp((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb), ((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb) * lightColor), _Is_LightColor_1st_Shade);
|
||||
@@ -782,4 +782,4 @@ void Frag(PackedVaryingsToPS packedInput,
|
||||
|
||||
//outColor.rgb = customMainLight.shadowValue;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user