Added AdvanceScope;

Added energy conservation to diffuse lighting;
Clean up shader properties;
This commit is contained in:
2025-03-23 21:30:34 +09:00
parent ea3e83157c
commit b205c1523d
14 changed files with 97 additions and 321 deletions

View File

@@ -75,7 +75,7 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
float3 originalLightColor = mainLightColor.rgb;
originalLightColor = lerp(originalLightColor, clamp(originalLightColor, ConvertFromEV100(_ToonEvAdjustmentValueMin), ConvertFromEV100(_ToonEvAdjustmentValueMax)), _ToonEvAdjustmentCurve);
float3 lightColor = lerp(max(defaultLightColor, originalLightColor), max(defaultLightColor, saturate(originalLightColor)), max(_Is_Filter_LightColor, _ToonLightHiCutFilter)) * _Light_Intensity_Multiplier;
float3 lightColor = lerp(max(defaultLightColor, originalLightColor), max(defaultLightColor, saturate(originalLightColor)), max(_ClampLightColor, _ToonLightHiCutFilter)) * _LightIntensityMultiplier;
////// Lighting:
float3 halfDirection = normalize(utsData.viewDirection + lightDirection);
@@ -337,4 +337,4 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
utsAggregateLighting.directSpecular += specularTerm * utsLightData.specularDimmer;
#endif // _SDFShadow
}
}