Fixed the engergy conservation problem when pbr mode is toon.

This commit is contained in:
2025-05-13 21:35:52 +09:00
parent 961db806e9
commit d19322b768
11 changed files with 72 additions and 53 deletions

View File

@@ -10,6 +10,8 @@ namespace Misaki.HdrpToon.Editor
{
private static class Properties
{
public static MaterialProperty diffuseMin;
public static MaterialProperty lightIntensityMultiplier;
public static MaterialProperty clampLightColor;
@@ -18,6 +20,8 @@ namespace Misaki.HdrpToon.Editor
private static class Styles
{
public static readonly GUIContent diffuseMinText = new("Minimal diffuse contribution", "Specifies the minimum contribution of the base color to the diffuse light. Keep it 0 to make sure energy conservation.");
public static readonly GUIContent lightIntensityMultiplierText = new("Light Intensity Multiplier", "Specifies the intensity multiplier of the light.");
public static readonly GUIContent clampLightColorText = new("Clamp Light Color", "Specifies whether to clamp the light color.");
@@ -30,6 +34,8 @@ namespace Misaki.HdrpToon.Editor
public override void LoadMaterialProperties()
{
Properties.diffuseMin = FindProperty(MINIMAL_DIFFUSE_CONTRIBUTION);
Properties.lightIntensityMultiplier = FindProperty(LIGHT_INTENSITY_MULTIPLIER);
Properties.clampLightColor = FindProperty(CLAMP_LIGHT_COLOR);
@@ -38,10 +44,12 @@ namespace Misaki.HdrpToon.Editor
protected override void DrawContent()
{
editor.ShaderProperty(Properties.diffuseMin, Styles.diffuseMinText);
editor.ShaderProperty(Properties.lightIntensityMultiplier, Styles.lightIntensityMultiplierText);
editor.ShaderProperty(Properties.clampLightColor, Styles.clampLightColorText);
editor.ShaderProperty(Properties.lightLoopMode, Styles.lightLoopModeText);
}
}
}
}