Update custom pass to global custom pass
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@@ -6,6 +6,9 @@
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void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLightData utsLightData, SurfaceData surfaceData, BSDFData bsdfData, int lightType, float3 i_normalDir, float notDirectional, out float channelOutAlpha, inout UTSAggregateLighting utsAggregateLighting)
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{
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channelOutAlpha = 1.0f;
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// We dont have to calculate lighting here if we are using sdf shadow
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#ifndef _SDFShadow
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#ifdef _IS_CLIPPING_MATTE
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if (_ClippingMatteMode != 0)
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{
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@@ -249,11 +252,8 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
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specularTerm = specularTerm * (1.0 - Set_FinalShadowMask) * PI * surfaceData.specularColor;
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diffuseTerm = diffuseTerm * albedoIntensity;
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//float3 finalColor = diffuseTerm + specularTerm;
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utsAggregateLighting.directDiffuse += diffuseTerm;
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utsAggregateLighting.directSpecular += specularTerm;
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//return finalColor;
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#endif // _SDFShadow
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}
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