Fixed the engergy conservation problem when pbr mode is toon.
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@@ -240,6 +240,7 @@ Shader "HDRP/Toon"
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// Advance
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_LightIntensityMultiplier("Light_Intensity_Multiplier" , Range(0, 1)) = 0.5
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[ToggleUI] _ClampLightColor("VRChat : SceneLights HiCut_Filter", Float) = 0
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_Minimal_Diffuse_Contribution("Minimal_Diffuse_Contribution", Range(0, 1)) = 0.05
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[KeywordEnum(Single, Full, Custom)] _Light_Loop_Mode ("Light Loop Mode", Float) = 1
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@@ -893,7 +894,6 @@ Shader "HDRP/Toon"
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HLSLPROGRAM
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#define AREA_SHADOW_LOW
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#define SHADERPASS SHADERPASS_FORWARD
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#define SHADOW_LOW
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@@ -907,13 +907,6 @@ Shader "HDRP/Toon"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
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#endif
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// The light loop (or lighting architecture) is in charge to:
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// - Define light list
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// - Define the light loop
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// - Setup the constant/data
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// - Do the reflection hierarchy
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// - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong))
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#define HAS_LIGHTLOOP
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
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@@ -924,8 +917,6 @@ Shader "HDRP/Toon"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
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#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Common/UtsHead.hlsl"
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#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/ShaderPass/HDRPToonOutline.hlsl"
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