Changing UI style;
Updating RImeLight;
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@@ -149,7 +149,7 @@ float GetHairShadow(PositionInputs posInput, float3 L)
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// Then sample the hair buffer, to see if the fragment lands in shadow.
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float2 scaledUVs = samplingPoint * _HairShadowRTHandleScale.xy; // We have to including the scaling factor for our shadow map since we are not going to allocate new texture if the rendering resolution changed.
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float hairDepth = SAMPLE_TEXTURE2D(_HairShadowTex, s_trilinear_clamp_sampler, scaledUVs).r;
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float hairDepth = SAMPLE_TEXTURE2D(_HairShadowTex, s_linear_clamp_sampler, scaledUVs).r;
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float shadowMask = posInput.deviceDepth <= hairDepth + _HairShadowDepthBias ? 1 : 0; // Hair < Face means Hair are closer to camera
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// Note that we have LinearEyeDepth in the buffer. A comparison of depth is needed so that we don't project the shadow of hair behind the face.
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shadow = lerp(1, 1.0 - hairShadowOpacity, shadowMask);
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@@ -226,6 +226,18 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
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return lighting;
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}
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float3 UtsEvaluateRimLight(UtsBSDFData bsdfData, PreLightData preLightData, float3 L, float3 lightColor)
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{
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float clampNdotV = ClampNdotV(preLightData.NdotV);
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float rimLightWeight = 1.0 - clampNdotV;
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rimLightWeight = pow(rimLightWeight, exp2(lerp(3.0, 0.0, _RimLightLevel)));
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float3 rimlightColor = rimLightWeight * _RimLightColor * _RimLightStrength;
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float3 outColor = rimlightColor;
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return outColor;
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}
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DirectLighting UtsEvaluateAngelRing(FragInputs input, float3 normalWS, float3 V)
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{
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DirectLighting lighting;
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