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

@@ -32,7 +32,7 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
#endif
float3 lightDirection = utsLightData.lightDirection;
float3 additionalLightColor = utsLightData.lightColor * _Light_Intensity_Multiplier;
float3 additionalLightColor = utsLightData.lightColor * _LightIntensityMultiplier;
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
@@ -70,7 +70,7 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
}
float pureIntensity = max(0.001, (0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b));
float3 lightColor = max(float3(0.0, 0.0, 0.0), lerp(addPassLightColor, lerp(float3(0.0, 0.0, 0.0), min(addPassLightColor, addPassLightColor / pureIntensity), notDirectional), _Is_Filter_LightColor));
float3 lightColor = max(float3(0.0, 0.0, 0.0), lerp(addPassLightColor, lerp(float3(0.0, 0.0, 0.0), min(addPassLightColor, addPassLightColor / pureIntensity), notDirectional), _ClampLightColor));
float3 halfDirection = normalize(viewDirection + lightDirection); // has to be recalced here.
//v.2.0.5:
_1st_ShadeColor_Step = saturate(_1st_ShadeColor_Step + _StepOffset);
@@ -255,4 +255,4 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
utsAggregateLighting.directDiffuse += diffuseTerm * utsLightData.diffuseDimmer;
utsAggregateLighting.directSpecular += specularTerm * utsLightData.specularDimmer;
#endif // _SDFShadow
}
}