Changing UI style;
Updating RImeLight;
This commit is contained in:
@@ -75,9 +75,11 @@ namespace Misaki.HdrpToon.Editor
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if (indirectDiffuseMode != IndirectDiffuseMode.Off)
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if (indirectDiffuseMode != IndirectDiffuseMode.Off)
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{
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{
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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using (var indentLevelScope = new EditorGUI.IndentLevelScope(-1))
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{
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EditorGUILayout.LabelField("Indirect Diffuse", EditorStyles.boldLabel);
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EditorGUILayout.LabelField("Indirect Diffuse", EditorStyles.boldLabel);
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}
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using var indentLevelScope = new EditorGUI.IndentLevelScope();
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if (indirectDiffuseMode == IndirectDiffuseMode.Matcap)
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if (indirectDiffuseMode == IndirectDiffuseMode.Matcap)
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{
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{
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editor.TexturePropertySingleLine(Styles.indirectDiffuseMatCapMapText, Properties.indirectDiffuseMatCapMap, Properties.indirectDiffuseMatCapLod);
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editor.TexturePropertySingleLine(Styles.indirectDiffuseMatCapMapText, Properties.indirectDiffuseMatCapMap, Properties.indirectDiffuseMatCapLod);
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@@ -95,9 +97,11 @@ namespace Misaki.HdrpToon.Editor
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if (indirectSpecularMode != (int)IndirectSpecularMode.Off)
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if (indirectSpecularMode != (int)IndirectSpecularMode.Off)
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{
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{
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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using (var indentLevelScope = new EditorGUI.IndentLevelScope(-1))
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{
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EditorGUILayout.LabelField("Indirect Specular", EditorStyles.boldLabel);
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EditorGUILayout.LabelField("Indirect Specular", EditorStyles.boldLabel);
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}
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using var indentLevelScope = new EditorGUI.IndentLevelScope();
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if (indirectSpecularMode == IndirectSpecularMode.Matcap)
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if (indirectSpecularMode == IndirectSpecularMode.Matcap)
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{
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{
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editor.TexturePropertySingleLine(Styles.indirectSpecularMatCapMapText, Properties.indirectSpecularMatCapMap, Properties.indirectSpecularMatCapLod);
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editor.TexturePropertySingleLine(Styles.indirectSpecularMatCapMapText, Properties.indirectSpecularMatCapMap, Properties.indirectSpecularMatCapLod);
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@@ -9,7 +9,6 @@ namespace Misaki.HdrpToon.Editor
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{
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{
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private static class Properties
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private static class Properties
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{
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{
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public static MaterialProperty rimLightEnabled;
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public static MaterialProperty rimLightColor;
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public static MaterialProperty rimLightColor;
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public static MaterialProperty rimLightStrength;
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public static MaterialProperty rimLightStrength;
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public static MaterialProperty rimLightLevel;
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public static MaterialProperty rimLightLevel;
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@@ -28,9 +27,6 @@ namespace Misaki.HdrpToon.Editor
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private static class Styles
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private static class Styles
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{
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{
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public static readonly GUIContent rimLightEnabledText = new("Rim Light",
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"A light that hits the 3D model from behind and emphasizes the contours of the model from the front.");
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public static readonly GUIContent rimLightColorText =
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public static readonly GUIContent rimLightColorText =
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new("Rim Light Color", "Specifies the color of rim light.");
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new("Rim Light Color", "Specifies the color of rim light.");
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@@ -83,10 +79,9 @@ namespace Misaki.HdrpToon.Editor
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public override void LoadMaterialProperties()
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public override void LoadMaterialProperties()
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{
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{
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Properties.rimLightEnabled = FindProperty("_RimLight");
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Properties.rimLightColor = FindProperty("_RimLightColor");
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Properties.rimLightColor = FindProperty("_RimLightColor");
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Properties.rimLightStrength = FindProperty("_RimLight_Strength");
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Properties.rimLightStrength = FindProperty("_RimLightStrength");
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Properties.rimLightLevel = FindProperty("_RimLight_Power");
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Properties.rimLightLevel = FindProperty("_RimLightLevel");
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Properties.colorBlendingMode = FindProperty("_Is_BlendAddToRimColor");
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Properties.colorBlendingMode = FindProperty("_Is_BlendAddToRimColor");
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Properties.adjustRimLightArea = FindProperty("_RimLight_InsideMask");
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Properties.adjustRimLightArea = FindProperty("_RimLight_InsideMask");
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Properties.rimLightFeatherOff = FindProperty("_RimLight_FeatherOff");
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Properties.rimLightFeatherOff = FindProperty("_RimLight_FeatherOff");
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@@ -4,6 +4,8 @@ using UnityEditor;
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using UnityEditor.Rendering;
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using UnityEditor.Rendering;
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using UnityEngine;
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using UnityEngine;
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using static Misaki.HdrpToon.UtsShaderPropertyName.SurfaceInputs;
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namespace Misaki.HdrpToon.Editor
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namespace Misaki.HdrpToon.Editor
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{
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{
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public class SurfaceInputsScope : MaterialUIScope<ShaderGUIExpandable>
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public class SurfaceInputsScope : MaterialUIScope<ShaderGUIExpandable>
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@@ -12,23 +14,33 @@ namespace Misaki.HdrpToon.Editor
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{
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{
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public static MaterialProperty NormalMap;
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public static MaterialProperty NormalMap;
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public static MaterialProperty NormalMapScale;
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public static MaterialProperty NormalMapScale;
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public static MaterialProperty MaskMap;
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public static MaterialProperty MaskMap;
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public static MaterialProperty Metallic;
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public static MaterialProperty Metallic;
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public static MaterialProperty MetallicRemapMin;
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public static MaterialProperty MetallicRemapMin;
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public static MaterialProperty MetallicRemapMax;
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public static MaterialProperty MetallicRemapMax;
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public static MaterialProperty AORemapMin;
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public static MaterialProperty AORemapMin;
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public static MaterialProperty AORemapMax;
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public static MaterialProperty AORemapMax;
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public static MaterialProperty RoughnessRemapMin;
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public static MaterialProperty RoughnessRemapMax;
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public static MaterialProperty Smoothness;
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public static MaterialProperty Smoothness;
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public static MaterialProperty SmoothnessRemapMin;
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public static MaterialProperty SmoothnessRemapMax;
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public static MaterialProperty AnisotropyMap;
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public static MaterialProperty AnisotropyMap;
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public static MaterialProperty Anisotropy;
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public static MaterialProperty Anisotropy;
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public static MaterialProperty KKColor;
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public static MaterialProperty KKColor;
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public static MaterialProperty BSDFContribution;
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public static MaterialProperty BSDFContribution;
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public static MaterialProperty SpecularColorMap;
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public static MaterialProperty SpecularColorMap;
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public static MaterialProperty SpecularColor;
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public static MaterialProperty SpecularColor;
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public static MaterialProperty SpecularFeather;
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public static MaterialProperty SpecularFeather;
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public static MaterialProperty SpecularStep;
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public static MaterialProperty SpecularStep;
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public static MaterialProperty emissiveColorLDR;
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public static MaterialProperty emissiveColorMap;
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public static MaterialProperty emissiveIntensity;
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public static MaterialProperty albedoAffectEmissive;
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public static MaterialProperty emissiveExposureWeight;
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}
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}
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private static class Styles
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private static class Styles
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@@ -37,9 +49,9 @@ namespace Misaki.HdrpToon.Editor
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public static readonly GUIContent MaskMapText = new("Mask Map", "A texture that dictates the physical properties of the material. R channel for metallic, G channel for ambient occlusion, A channel for smoothness");
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public static readonly GUIContent MaskMapText = new("Mask Map", "A texture that dictates the physical properties of the material. R channel for metallic, G channel for ambient occlusion, A channel for smoothness");
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public static readonly GUIContent MetallicText = new("Metallic", "Specifies the metallic value of the material.");
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public static readonly GUIContent MetallicText = new("Metallic", "Specifies the metallic value of the material.");
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public static readonly GUIContent MetallicRemap = new("Metallic Remap", "Remap the max and min value of metallic");
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public static readonly GUIContent MetallicRemap = new("Metallic Remap", "Remap the max and min value of metallic");
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public static readonly GUIContent AORemap = new GUIContent("AO Remap", "Remap the max and min value of ambient occlusion");
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public static readonly GUIContent AORemap = new("AO Remap", "Remap the max and min value of ambient occlusion");
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public static readonly GUIContent RoughnessRemap = new GUIContent("Smoothness Remap", "Remap the max and min value of smoothness");
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public static readonly GUIContent SmoothnessText = new("Smoothness", "Specifies the smoothness of the material.");
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public static readonly GUIContent SmoothnessText = new("Smoothness", "Specifies the smoothness of the material.");
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public static readonly GUIContent SmoothnessRemapText = new("Smoothness Remap", "Remap the max and min value of smoothness");
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public static readonly GUIContent AnisotropyMapText = new("Anisotropy Map", "Specifies the anisotropy map of the material.");
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public static readonly GUIContent AnisotropyMapText = new("Anisotropy Map", "Specifies the anisotropy map of the material.");
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@@ -48,6 +60,12 @@ namespace Misaki.HdrpToon.Editor
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public static readonly GUIContent SpecularColorMapText = new("Specular Color Map", "Specifies the specular color map of the material.");
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public static readonly GUIContent SpecularColorMapText = new("Specular Color Map", "Specifies the specular color map of the material.");
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public static readonly GUIContent SpecRemap = new("Specular Remap", "Feather and step value of Toon Specular");
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public static readonly GUIContent SpecRemap = new("Specular Remap", "Feather and step value of Toon Specular");
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public static readonly GUIContent emissiveColorText = new("Emissive Color", "The color and color map to set for emissive effect.");
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public static readonly GUIContent albedoAffectEmissiveText = new("Albedo Affect Emissive", "Enable to affect emissive color with base color");
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public static readonly GUIContent emissiveIntensityText = new("Emissive Intensity", "Set the intensity of the emissive color,in Nits");
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public static readonly GUIContent emissiveExposureWeightText = new("Exposure Weight", "Controls how the camera exposure influences the perceived intensity of the emissivity. A weight of 0 means that the emissive intensity is calculated ignoring the exposure; increasing this weight progressively increases the influence of exposure on the final emissive value.");
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}
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}
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protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.SurfaceInputs;
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protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.SurfaceInputs;
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@@ -57,23 +75,33 @@ namespace Misaki.HdrpToon.Editor
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{
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{
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Properties.NormalMap = FindProperty("_NormalMap");
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Properties.NormalMap = FindProperty("_NormalMap");
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Properties.NormalMapScale = FindProperty("_NormalScale");
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Properties.NormalMapScale = FindProperty("_NormalScale");
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Properties.MaskMap = FindProperty("_MaskMap");
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Properties.MaskMap = FindProperty("_MaskMap");
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Properties.Metallic = FindProperty("_Metallic");
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Properties.Metallic = FindProperty("_Metallic");
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Properties.MetallicRemapMin = FindProperty("_MetallicRemapMin");
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Properties.MetallicRemapMin = FindProperty("_MetallicRemapMin");
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Properties.MetallicRemapMax = FindProperty("_MetallicRemapMax");
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Properties.MetallicRemapMax = FindProperty("_MetallicRemapMax");
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Properties.AORemapMin = FindProperty("_AORemapMin");
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Properties.AORemapMin = FindProperty("_AORemapMin");
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Properties.AORemapMax = FindProperty("_AORemapMax");
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Properties.AORemapMax = FindProperty("_AORemapMax");
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Properties.RoughnessRemapMin = FindProperty("_SmoothnessRemapMin");
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Properties.SmoothnessRemapMin = FindProperty("_SmoothnessRemapMin");
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Properties.RoughnessRemapMax = FindProperty("_SmoothnessRemapMax");
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Properties.SmoothnessRemapMax = FindProperty("_SmoothnessRemapMax");
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Properties.Smoothness = FindProperty("_Smoothness");
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Properties.Smoothness = FindProperty("_Smoothness");
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Properties.AnisotropyMap = FindProperty("_AnisotropyMap");
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Properties.AnisotropyMap = FindProperty("_AnisotropyMap");
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Properties.Anisotropy = FindProperty("_Anisotropy");
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Properties.Anisotropy = FindProperty("_Anisotropy");
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Properties.KKColor = FindProperty("_KKColor");
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Properties.KKColor = FindProperty("_KKColor");
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Properties.BSDFContribution = FindProperty("_BSDFContribution");
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Properties.BSDFContribution = FindProperty("_BSDFContribution");
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Properties.SpecularColorMap = FindProperty("_SpecularColorMap");
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Properties.SpecularColorMap = FindProperty("_SpecularColorMap");
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Properties.SpecularColor = FindProperty("_SpecularColor");
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Properties.SpecularColor = FindProperty("_SpecularColor");
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Properties.SpecularFeather = FindProperty("_ToonSpecularFeather");
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Properties.SpecularFeather = FindProperty("_ToonSpecularFeather");
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Properties.SpecularStep = FindProperty("_ToonSpecularStep");
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Properties.SpecularStep = FindProperty("_ToonSpecularStep");
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Properties.emissiveColorLDR = FindProperty(EMISSIVE_COLOR_LDR);
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Properties.emissiveColorMap = FindProperty(EMISSIVE_COLOR_MAP);
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Properties.albedoAffectEmissive = FindProperty(ALBEDO_AFFECT_EMISSIVE);
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Properties.emissiveIntensity = FindProperty(EMISSIVE_INTENSITY);
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Properties.emissiveExposureWeight = FindProperty(EMISSIVE_EXPOSURE_WEIGHT);
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}
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}
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protected override void DrawContent()
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protected override void DrawContent()
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@@ -86,7 +114,7 @@ namespace Misaki.HdrpToon.Editor
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{
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{
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editor.MinMaxShaderProperty(Properties.MetallicRemapMin, Properties.MetallicRemapMax, 0, 1, Styles.MetallicRemap);
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editor.MinMaxShaderProperty(Properties.MetallicRemapMin, Properties.MetallicRemapMax, 0, 1, Styles.MetallicRemap);
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editor.MinMaxShaderProperty(Properties.AORemapMin, Properties.AORemapMax, 0, 1, Styles.AORemap);
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editor.MinMaxShaderProperty(Properties.AORemapMin, Properties.AORemapMax, 0, 1, Styles.AORemap);
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editor.MinMaxShaderProperty(Properties.RoughnessRemapMin, Properties.RoughnessRemapMax, 0, 1, Styles.RoughnessRemap);
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editor.MinMaxShaderProperty(Properties.SmoothnessRemapMin, Properties.SmoothnessRemapMax, 0, 1, Styles.SmoothnessRemapText);
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}
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}
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else
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else
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{
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{
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@@ -117,6 +145,34 @@ namespace Misaki.HdrpToon.Editor
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editor.KeywordTexturePropertySingleLine(Styles.SpecularColorMapText, Properties.SpecularColorMap, Properties.SpecularColor);
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editor.KeywordTexturePropertySingleLine(Styles.SpecularColorMapText, Properties.SpecularColorMap, Properties.SpecularColor);
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editor.MinMaxShaderProperty(Properties.SpecularFeather, Properties.SpecularStep, 0, 1, Styles.SpecRemap);
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editor.MinMaxShaderProperty(Properties.SpecularFeather, Properties.SpecularStep, 0, 1, Styles.SpecRemap);
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}
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}
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EditorGUILayout.Space();
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using (var EmissiveIntentLevel = new EditorGUI.IndentLevelScope(-1))
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{
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EditorGUILayout.LabelField("Emissive", EditorStyles.boldLabel);
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}
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EditorGUI.BeginChangeCheck();
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editor.KeywordTexturePropertySingleLine(Styles.emissiveColorText, Properties.emissiveColorMap, Properties.emissiveColorLDR, "_EMISSIVE_COLOR_MAP");
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editor.ShaderProperty(Properties.emissiveIntensity, Styles.emissiveIntensityText);
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if (EditorGUI.EndChangeCheck())
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{
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editor.ApplyChange(material =>
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{
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if (material.HasProperty(EMISSIVE_COLOR_LDR) && material.HasProperty(EMISSIVE_INTENSITY) && material.HasProperty(EMISSIVE_COLOR))
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{
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// Important: The color picker for kEmissiveColorLDR is LDR and in sRGB color space but Unity don't perform any color space conversion in the color
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// picker BUT only when sending the color data to the shader... So as we are doing our own calculation here in C#, we must do the conversion ourselves.
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var emissiveColorLDR = material.GetColor(EMISSIVE_COLOR_LDR);
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var emissiveColorLDRLinear = new Color(Mathf.GammaToLinearSpace(emissiveColorLDR.r), Mathf.GammaToLinearSpace(emissiveColorLDR.g), Mathf.GammaToLinearSpace(emissiveColorLDR.b));
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material.SetColor(EMISSIVE_COLOR, emissiveColorLDRLinear * material.GetFloat(EMISSIVE_INTENSITY));
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}
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});
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}
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EditorGUILayout.Space();
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editor.ShaderProperty(Properties.albedoAffectEmissive, Styles.albedoAffectEmissiveText);
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editor.ShaderProperty(Properties.emissiveExposureWeight, Styles.emissiveExposureWeightText);
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}
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}
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}
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}
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}
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}
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@@ -9,6 +9,18 @@ namespace Misaki.HdrpToon
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public const string SURFACE_FEATURE = "_SurfaceFeatures";
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public const string SURFACE_FEATURE = "_SurfaceFeatures";
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}
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}
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public static class SurfaceInputs
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{
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public const string EMISSIVE_COLOR = "_EmissiveColor";
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public const string EMISSIVE_COLOR_LDR = "_EmissiveColorLDR";
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public const string EMISSIVE_COLOR_MAP = "_EmissiveColorMap";
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public const string ALBEDO_AFFECT_EMISSIVE = "_AlbedoAffectEmissive";
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public const string EMISSIVE_INTENSITY = "_EmissiveIntensity";
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public const string EMISSIVE_EXPOSURE_WEIGHT = "_EmissiveExposureWeight";
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}
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public static class Outline
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public static class Outline
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{
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{
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public const string OUTLINE_STATE = "_OutlineState";
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public const string OUTLINE_STATE = "_OutlineState";
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@@ -80,19 +80,6 @@ Shader "HDRP/Toon"
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// These option below will cause different compilation flag.
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// These option below will cause different compilation flag.
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[Enum(Off, 0, From Ambient Occlusion, 1, From Bent Normals, 2)] _SpecularOcclusionMode("Specular Occlusion Mode", Int) = 1
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[Enum(Off, 0, From Ambient Occlusion, 1, From Bent Normals, 2)] _SpecularOcclusionMode("Specular Occlusion Mode", Int) = 1
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[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
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// Used only to serialize the LDR and HDR emissive color in the material UI,
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// in the shader only the _EmissiveColor should be used
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[HideInInspector] _EmissiveColorLDR("EmissiveColor LDR", Color) = (0, 0, 0)
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_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
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[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
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[HideInInspector] _EmissiveIntensityUnit("Emissive Mode", Int) = 0
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[ToggleUI] _UseEmissiveIntensity("Use Emissive Intensity", Int) = 0
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_EmissiveIntensity("Emissive Intensity", Float) = 1
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_EmissiveExposureWeight("Emissive Pre Exposure", Range(0.0, 1.0)) = 1.0
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[Enum(WorldSpace, 0, ObjectSpace, 1)] _ObjectSpaceUVMappingEmissive("Mapping space", Float) = 0.0
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_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}
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_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}
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[ToggleUI] _DistortionEnable("Enable Distortion", Float) = 0.0
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[ToggleUI] _DistortionEnable("Enable Distortion", Float) = 0.0
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[ToggleUI] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 1.0
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[ToggleUI] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 1.0
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@@ -294,12 +281,25 @@ Shader "HDRP/Toon"
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_AlphaRemapMax("AlphaRemapMax", Float) = 1.0
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_AlphaRemapMax("AlphaRemapMax", Float) = 1.0
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_AORemapMin("AORemapMin", Float) = 0.0
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_AORemapMin("AORemapMin", Float) = 0.0
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_AORemapMax("AORemapMax", Float) = 1.0
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_AORemapMax("AORemapMax", Float) = 1.0
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[ToggleUI] _Use_SSSLut("Use SSSLut", Int) = 0
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[ToggleUI] _Use_SSSLut("Use SSSLut", Integer) = 0
|
||||||
_SSSLutMap("SSSLutMap", 2D) = "white" {}
|
_SSSLutMap("SSSLutMap", 2D) = "white" {}
|
||||||
_SSSIntensity("SSSIntensity", Range(0.0, 3.0)) = 1.0
|
_SSSIntensity("SSSIntensity", Range(0.0, 3.0)) = 1.0
|
||||||
|
|
||||||
_HairBlendingMap("HairBlendingMap", 2D) = "black" {}
|
_HairBlendingMap("HairBlendingMap", 2D) = "black" {}
|
||||||
|
|
||||||
|
// Emissive
|
||||||
|
[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
|
||||||
|
// Used only to serialize the LDR and HDR emissive color in the material UI,
|
||||||
|
// in the shader only the _EmissiveColor should be used
|
||||||
|
[HideInInspector] _EmissiveColorLDR("EmissiveColor LDR", Color) = (0, 0, 0)
|
||||||
|
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
|
||||||
|
_EmissiveIntensity("Emissive Intensity", Float) = 1
|
||||||
|
|
||||||
|
[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
|
||||||
|
_EmissiveExposureWeight("Emissive Pre Exposure", Range(0.0, 1.0)) = 1.0
|
||||||
|
|
||||||
|
[Enum(WorldSpace, 0, ObjectSpace, 1)] _ObjectSpaceUVMappingEmissive("Mapping space", Float) = 0.0
|
||||||
|
|
||||||
// Ambient
|
// Ambient
|
||||||
[KeywordEnum(Off, IBL, MatCap, Ramp)]_Indirect_Diffuse_Mode("_Indirect_Diffuse_Mode", Integer) = 1
|
[KeywordEnum(Off, IBL, MatCap, Ramp)]_Indirect_Diffuse_Mode("_Indirect_Diffuse_Mode", Integer) = 1
|
||||||
[KeywordEnum(Off, IBL, MatCap)]_Indirect_Specular_Mode("_Indirect_Specular_Mode", Integer) = 1
|
[KeywordEnum(Off, IBL, MatCap)]_Indirect_Specular_Mode("_Indirect_Specular_Mode", Integer) = 1
|
||||||
@@ -317,6 +317,30 @@ Shader "HDRP/Toon"
|
|||||||
_IndirectSpecularIntensity("Indirect Specular Intensity", Range(0, 5)) = 1.0
|
_IndirectSpecularIntensity("Indirect Specular Intensity", Range(0, 5)) = 1.0
|
||||||
_SSRWeight("SSR Weight", Range(0.0, 1.0)) = 1.0
|
_SSRWeight("SSR Weight", Range(0.0, 1.0)) = 1.0
|
||||||
|
|
||||||
|
// Rim Light
|
||||||
|
//_Set_HighColorMask("Set_HighColorMask", 2D) = "white" {}
|
||||||
|
//_Tweak_HighColorMaskLevel("Tweak_HighColorMaskLevel", Range(-1, 1)) = 0
|
||||||
|
//[Toggle(_)] _RimLight("RimLight", Float) = 0
|
||||||
|
_RimLightColor("RimLightColor", Color) = (1, 1, 1, 1)
|
||||||
|
_RimLightStrength("RimLight_Strength", Range(0, 10)) = 1
|
||||||
|
|
||||||
|
[ToggleUI] _Is_LightColor_RimLight("Is_LightColor_RimLight", Float) = 1
|
||||||
|
[ToggleUI] _Is_NormalMapToRimLight("Is_NormalMapToRimLight", Float) = 0
|
||||||
|
_RimLightLevel("RimLight Level", Range(0, 1)) = 0.1
|
||||||
|
_RimLight_InsideMask("RimLight_InsideMask", Range(0.0001, 1)) = 0.0001
|
||||||
|
[ToggleUI] _RimLight_FeatherOff("RimLight_FeatherOff", Float) = 0
|
||||||
|
|
||||||
|
[ToggleUI] _LightDirection_MaskOn("LightDirection_MaskOn", Float) = 0
|
||||||
|
_Tweak_LightDirection_MaskLevel("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0
|
||||||
|
[ToggleUI] _Add_Antipodean_RimLight("Add_Antipodean_RimLight", Float) = 0
|
||||||
|
_Ap_RimLightColor("Ap_RimLightColor", Color) = (1, 1, 1, 1)
|
||||||
|
[ToggleUI] _Is_LightColor_Ap_RimLight("Is_LightColor_Ap_RimLight", Float) = 1
|
||||||
|
_Ap_RimLight_Power("Ap_RimLight_Power", Range(0, 1)) = 0.1
|
||||||
|
[ToggleUI] _Ap_RimLight_FeatherOff("Ap_RimLight_FeatherOff", Float) = 0
|
||||||
|
|
||||||
|
_Set_RimLightMask("Set_RimLightMask", 2D) = "white" {}
|
||||||
|
_Tweak_RimLightMaskLevel("Tweak_RimLightMaskLevel", Range(-1, 1)) = 0
|
||||||
|
|
||||||
// Angel Rings
|
// Angel Rings
|
||||||
_AngelRingColor("Angel Ring Color", Color) = (1, 1, 1, 1)
|
_AngelRingColor("Angel Ring Color", Color) = (1, 1, 1, 1)
|
||||||
_AngelRingColorMap("Angel Ring Color Map", 2D) = "black" {}
|
_AngelRingColorMap("Angel Ring Color Map", 2D) = "black" {}
|
||||||
@@ -340,6 +364,9 @@ Shader "HDRP/Toon"
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
[Toggle(_)] _Cast_Hair_Shadow("CastHairShadow", Float) = 0
|
[Toggle(_)] _Cast_Hair_Shadow("CastHairShadow", Float) = 0
|
||||||
|
|
||||||
[HideInInspector] _utsTechnique("Technique", int) = 0 //DWF
|
[HideInInspector] _utsTechnique("Technique", int) = 0 //DWF
|
||||||
@@ -419,28 +446,6 @@ Shader "HDRP/Toon"
|
|||||||
[Enum(Multiply,0, Add,1)] _Is_BlendAddToRimColor("Is_BlendAddToRimColor", Float) = 1
|
[Enum(Multiply,0, Add,1)] _Is_BlendAddToRimColor("Is_BlendAddToRimColor", Float) = 1
|
||||||
[Toggle(_)] _Is_UseTweakHighColorOnShadow("Is_UseTweakHighColorOnShadow", Float) = 0
|
[Toggle(_)] _Is_UseTweakHighColorOnShadow("Is_UseTweakHighColorOnShadow", Float) = 0
|
||||||
_TweakHighColorOnShadow("TweakHighColorOnShadow", Range(0, 1)) = 0
|
_TweakHighColorOnShadow("TweakHighColorOnShadow", Range(0, 1)) = 0
|
||||||
//HiColorMask
|
|
||||||
_Set_HighColorMask("Set_HighColorMask", 2D) = "white" {}
|
|
||||||
_Tweak_HighColorMaskLevel("Tweak_HighColorMaskLevel", Range(-1, 1)) = 0
|
|
||||||
[Toggle(_)] _RimLight("RimLight", Float) = 0
|
|
||||||
_RimLightColor("RimLightColor", Color) = (1, 1, 1, 1)
|
|
||||||
[Toggle(_)] _Is_LightColor_RimLight("Is_LightColor_RimLight", Float) = 1
|
|
||||||
[Toggle(_)] _Is_NormalMapToRimLight("Is_NormalMapToRimLight", Float) = 0
|
|
||||||
_RimLight_Strength("RimLight_Strength", Range(0, 10)) = 1
|
|
||||||
_RimLight_Power("RimLight_Power", Range(0, 1)) = 0.1
|
|
||||||
_RimLight_InsideMask("RimLight_InsideMask", Range(0.0001, 1)) = 0.0001
|
|
||||||
[Toggle(_)] _RimLight_FeatherOff("RimLight_FeatherOff", Float) = 0
|
|
||||||
//RimLight
|
|
||||||
[Toggle(_)] _LightDirection_MaskOn("LightDirection_MaskOn", Float) = 0
|
|
||||||
_Tweak_LightDirection_MaskLevel("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0
|
|
||||||
[Toggle(_)] _Add_Antipodean_RimLight("Add_Antipodean_RimLight", Float) = 0
|
|
||||||
_Ap_RimLightColor("Ap_RimLightColor", Color) = (1, 1, 1, 1)
|
|
||||||
[Toggle(_)] _Is_LightColor_Ap_RimLight("Is_LightColor_Ap_RimLight", Float) = 1
|
|
||||||
_Ap_RimLight_Power("Ap_RimLight_Power", Range(0, 1)) = 0.1
|
|
||||||
[Toggle(_)] _Ap_RimLight_FeatherOff("Ap_RimLight_FeatherOff", Float) = 0
|
|
||||||
//RimLightMask
|
|
||||||
_Set_RimLightMask("Set_RimLightMask", 2D) = "white" {}
|
|
||||||
_Tweak_RimLightMaskLevel("Tweak_RimLightMaskLevel", Range(-1, 1)) = 0
|
|
||||||
|
|
||||||
[Toggle(_)] _MatCap("MatCap", Float) = 0
|
[Toggle(_)] _MatCap("MatCap", Float) = 0
|
||||||
//v.2.0.6
|
//v.2.0.6
|
||||||
@@ -519,8 +524,6 @@ Shader "HDRP/Toon"
|
|||||||
[Toggle(_)] _ComposerMaskMode("", Float) = 0
|
[Toggle(_)] _ComposerMaskMode("", Float) = 0
|
||||||
[Enum(None, 0, BaseColor, 1, FirstShade, 2, SecondShade,3, Highlight, 4, AngelRing, 5, RimLight, 6)] _ClippingMatteMode("Clipping Matte Mode", int) = 0
|
[Enum(None, 0, BaseColor, 1, FirstShade, 2, SecondShade,3, Highlight, 4, AngelRing, 5, RimLight, 6)] _ClippingMatteMode("Clipping Matte Mode", int) = 0
|
||||||
|
|
||||||
[HideInInspector] emissive("to avoid srp batcher error", Color)= (0, 0, 0, 1)
|
|
||||||
|
|
||||||
[KeywordEnum(NONE, SINGLE, FULL)] _Light_Loop_Mode ("Light Loop Mode", Float) = 2
|
[KeywordEnum(NONE, SINGLE, FULL)] _Light_Loop_Mode ("Light Loop Mode", Float) = 2
|
||||||
//
|
//
|
||||||
// to here parameters for UTS>
|
// to here parameters for UTS>
|
||||||
@@ -675,7 +678,7 @@ Shader "HDRP/Toon"
|
|||||||
#pragma shader_feature_local_fragment _ANISOTROPYMAP
|
#pragma shader_feature_local_fragment _ANISOTROPYMAP
|
||||||
#pragma shader_feature_local_fragment _SPECULARCOLORMAP
|
#pragma shader_feature_local_fragment _SPECULARCOLORMAP
|
||||||
|
|
||||||
#pragma shader_feature_local_fragment _EMISSIVECOLORMAP
|
#pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP
|
||||||
|
|
||||||
#if _PBR_MODE_OFF
|
#if _PBR_MODE_OFF
|
||||||
#undef _MASKMAP
|
#undef _MASKMAP
|
||||||
@@ -1037,7 +1040,7 @@ Shader "HDRP/Toon"
|
|||||||
#pragma shader_feature_local_fragment _ANISOTROPYMAP
|
#pragma shader_feature_local_fragment _ANISOTROPYMAP
|
||||||
#pragma shader_feature_local_fragment _SPECULARCOLORMAP
|
#pragma shader_feature_local_fragment _SPECULARCOLORMAP
|
||||||
|
|
||||||
#pragma shader_feature_local_fragment _EMISSIVECOLORMAP
|
#pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP
|
||||||
|
|
||||||
#pragma shader_feature_local_fragment _OUTLINECOLORMAP
|
#pragma shader_feature_local_fragment _OUTLINECOLORMAP
|
||||||
|
|
||||||
|
|||||||
@@ -24,11 +24,6 @@
|
|||||||
|
|
||||||
#define Uts_ColorSpaceDielectricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04)
|
#define Uts_ColorSpaceDielectricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04)
|
||||||
|
|
||||||
#if 1
|
|
||||||
|
|
||||||
struct UTSData
|
|
||||||
{
|
|
||||||
};
|
|
||||||
|
|
||||||
struct UTSSurfaceData
|
struct UTSSurfaceData
|
||||||
{
|
{
|
||||||
@@ -185,7 +180,7 @@ UTSSurfaceData GetUTSSurfaceData(FragInputs input, float3 V)
|
|||||||
#ifdef _SPECULARCOLORMAP
|
#ifdef _SPECULARCOLORMAP
|
||||||
specularColor = SAMPLE_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap)).rgb * _SpecularColor;
|
specularColor = SAMPLE_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap)).rgb * _SpecularColor;
|
||||||
#endif
|
#endif
|
||||||
specularColor = GetSpecularColor(_MainTex_var.rgb * _BaseColor.rgb, metallic);
|
specularColor = GetSpecularColor(output.baseColor, metallic);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
output.metallic = metallic;
|
output.metallic = metallic;
|
||||||
@@ -198,7 +193,7 @@ UTSSurfaceData GetUTSSurfaceData(FragInputs input, float3 V)
|
|||||||
output.geomNormalWS = input.tangentToWorld[2];
|
output.geomNormalWS = input.tangentToWorld[2];
|
||||||
output.tangentWS = Orthonormalize(input.tangentToWorld[0].rgb, normalWS);
|
output.tangentWS = Orthonormalize(input.tangentToWorld[0].rgb, normalWS);
|
||||||
|
|
||||||
output.subsurfaceColor = SAMPLE_TEXTURE2D(_SSSLutMap, sampler_MainTex, TRANSFORM_TEX(input.texCoord0, _BaseColorMap)) * _SSSIntensity;
|
output.subsurfaceColor = SAMPLE_TEXTURE2D(_SSSLutMap, s_linear_clamp_sampler, TRANSFORM_TEX(input.texCoord0, _BaseColorMap)) * _SSSIntensity;
|
||||||
|
|
||||||
output.anisotropy = anisotropy;
|
output.anisotropy = anisotropy;
|
||||||
|
|
||||||
@@ -457,8 +452,6 @@ inline float3 LinearToGammaSpace(float3 linRGB)
|
|||||||
#define UNITY_APPLY_FOG(coord,col) UNITY_APPLY_FOG_COLOR(coord,col,unity_FogColor)
|
#define UNITY_APPLY_FOG(coord,col) UNITY_APPLY_FOG_COLOR(coord,col,unity_FogColor)
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#endif //#if false
|
|
||||||
|
|
||||||
#ifdef DIRECTIONAL
|
#ifdef DIRECTIONAL
|
||||||
#define LIGHTING_COORDS(idx1,idx2) SHADOW_COORDS(idx1)
|
#define LIGHTING_COORDS(idx1,idx2) SHADOW_COORDS(idx1)
|
||||||
#define TRANSFER_VERTEX_TO_FRAGMENT(a) TRANSFER_SHADOW(a)
|
#define TRANSFER_VERTEX_TO_FRAGMENT(a) TRANSFER_SHADOW(a)
|
||||||
|
|||||||
@@ -149,7 +149,7 @@ float GetHairShadow(PositionInputs posInput, float3 L)
|
|||||||
|
|
||||||
// Then sample the hair buffer, to see if the fragment lands in shadow.
|
// Then sample the hair buffer, to see if the fragment lands in shadow.
|
||||||
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.
|
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.
|
||||||
float hairDepth = SAMPLE_TEXTURE2D(_HairShadowTex, s_trilinear_clamp_sampler, scaledUVs).r;
|
float hairDepth = SAMPLE_TEXTURE2D(_HairShadowTex, s_linear_clamp_sampler, scaledUVs).r;
|
||||||
float shadowMask = posInput.deviceDepth <= hairDepth + _HairShadowDepthBias ? 1 : 0; // Hair < Face means Hair are closer to camera
|
float shadowMask = posInput.deviceDepth <= hairDepth + _HairShadowDepthBias ? 1 : 0; // Hair < Face means Hair are closer to camera
|
||||||
// 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.
|
// 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.
|
||||||
shadow = lerp(1, 1.0 - hairShadowOpacity, shadowMask);
|
shadow = lerp(1, 1.0 - hairShadowOpacity, shadowMask);
|
||||||
@@ -226,6 +226,18 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
|
|||||||
return lighting;
|
return lighting;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float3 UtsEvaluateRimLight(UtsBSDFData bsdfData, PreLightData preLightData, float3 L, float3 lightColor)
|
||||||
|
{
|
||||||
|
float clampNdotV = ClampNdotV(preLightData.NdotV);
|
||||||
|
float rimLightWeight = 1.0 - clampNdotV;
|
||||||
|
rimLightWeight = pow(rimLightWeight, exp2(lerp(3.0, 0.0, _RimLightLevel)));
|
||||||
|
|
||||||
|
float3 rimlightColor = rimLightWeight * _RimLightColor * _RimLightStrength;
|
||||||
|
|
||||||
|
float3 outColor = rimlightColor;
|
||||||
|
return outColor;
|
||||||
|
}
|
||||||
|
|
||||||
DirectLighting UtsEvaluateAngelRing(FragInputs input, float3 normalWS, float3 V)
|
DirectLighting UtsEvaluateAngelRing(FragInputs input, float3 normalWS, float3 V)
|
||||||
{
|
{
|
||||||
DirectLighting lighting;
|
DirectLighting lighting;
|
||||||
|
|||||||
@@ -256,6 +256,7 @@ void ApplyAmbientOcclusion(AmbientOcclusionFactor aoFactor, inout BuiltinData bu
|
|||||||
|
|
||||||
void AdjustIndirectLighting(PreLightData preLightData, UtsBSDFData bsdfData, inout BuiltinData builtinData, inout AggregateLighting lighting)
|
void AdjustIndirectLighting(PreLightData preLightData, UtsBSDFData bsdfData, inout BuiltinData builtinData, inout AggregateLighting lighting)
|
||||||
{
|
{
|
||||||
|
builtinData.emissiveColor *= GetCurrentExposureMultiplier();
|
||||||
builtinData.bakeDiffuseLighting = ApplyCurrentExposureMultiplier(builtinData.bakeDiffuseLighting * bsdfData.diffuseColor * preLightData.diffuseFGD * _IndirectDiffuseIntensity);
|
builtinData.bakeDiffuseLighting = ApplyCurrentExposureMultiplier(builtinData.bakeDiffuseLighting * bsdfData.diffuseColor * preLightData.diffuseFGD * _IndirectDiffuseIntensity);
|
||||||
lighting.indirect.specularReflected = ApplyCurrentExposureMultiplier(lighting.indirect.specularReflected * bsdfData.fresnel0 * _IndirectSpecularIntensity);
|
lighting.indirect.specularReflected = ApplyCurrentExposureMultiplier(lighting.indirect.specularReflected * bsdfData.fresnel0 * _IndirectSpecularIntensity);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -140,11 +140,6 @@ float _PPDMaxSamples;
|
|||||||
float _PPDMinSamples;
|
float _PPDMinSamples;
|
||||||
float _PPDLodThreshold;
|
float _PPDLodThreshold;
|
||||||
|
|
||||||
float3 _EmissiveColor;
|
|
||||||
float _AlbedoAffectEmissive;
|
|
||||||
float _EmissiveExposureWeight;
|
|
||||||
float _ObjectSpaceUVMappingEmissive;
|
|
||||||
|
|
||||||
int _SpecularOcclusionMode;
|
int _SpecularOcclusionMode;
|
||||||
|
|
||||||
// Transparency
|
// Transparency
|
||||||
|
|||||||
@@ -25,6 +25,13 @@ float _SDFHighlightStrength;
|
|||||||
float _ShadowDistanceBias;
|
float _ShadowDistanceBias;
|
||||||
float _ShadowNormalBias;
|
float _ShadowNormalBias;
|
||||||
|
|
||||||
|
// Emissive
|
||||||
|
float3 _EmissiveColor;
|
||||||
|
fixed _AlbedoAffectEmissive;
|
||||||
|
fixed _EmissiveExposureWeight;
|
||||||
|
|
||||||
|
float _ObjectSpaceUVMappingEmissive;
|
||||||
|
|
||||||
// Ambient
|
// Ambient
|
||||||
float _IndirectDiffuseMatCapLod;
|
float _IndirectDiffuseMatCapLod;
|
||||||
|
|
||||||
@@ -37,6 +44,11 @@ float _IndirectSpecularMatCapLod;
|
|||||||
float _IndirectSpecularIntensity;
|
float _IndirectSpecularIntensity;
|
||||||
float _SSRWeight;
|
float _SSRWeight;
|
||||||
|
|
||||||
|
//Rim Light
|
||||||
|
float4 _RimLightColor;
|
||||||
|
float _RimLightStrength;
|
||||||
|
float _RimLightLevel;
|
||||||
|
|
||||||
// Outline
|
// Outline
|
||||||
float _OutlineWidth;
|
float _OutlineWidth;
|
||||||
float4 _OutlineColor;
|
float4 _OutlineColor;
|
||||||
@@ -85,12 +97,9 @@ fixed _Is_UseTweakHighColorOnShadow;
|
|||||||
float _TweakHighColorOnShadow;
|
float _TweakHighColorOnShadow;
|
||||||
float4 _Set_HighColorMask_ST;
|
float4 _Set_HighColorMask_ST;
|
||||||
float _Tweak_HighColorMaskLevel;
|
float _Tweak_HighColorMaskLevel;
|
||||||
fixed _RimLight;
|
|
||||||
float4 _RimLightColor;
|
|
||||||
float _RimLight_Strength;
|
|
||||||
fixed _Is_LightColor_RimLight;
|
fixed _Is_LightColor_RimLight;
|
||||||
fixed _Is_NormalMapToRimLight;
|
fixed _Is_NormalMapToRimLight;
|
||||||
float _RimLight_Power;
|
|
||||||
float _RimLight_InsideMask;
|
float _RimLight_InsideMask;
|
||||||
fixed _RimLight_FeatherOff;
|
fixed _RimLight_FeatherOff;
|
||||||
fixed _LightDirection_MaskOn;
|
fixed _LightDirection_MaskOn;
|
||||||
@@ -136,7 +145,6 @@ float4 _ViewShift;
|
|||||||
float _ColorShift_Speed;
|
float _ColorShift_Speed;
|
||||||
fixed _Is_ColorShift;
|
fixed _Is_ColorShift;
|
||||||
fixed _Is_ViewShift;
|
fixed _Is_ViewShift;
|
||||||
float3 emissive;
|
|
||||||
//
|
//
|
||||||
float _Unlit_Intensity;
|
float _Unlit_Intensity;
|
||||||
|
|
||||||
|
|||||||
@@ -93,7 +93,6 @@ void Frag(PackedVaryingsToPS packedInput,
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
float4 UV0 = input.texCoord0;
|
float4 UV0 = input.texCoord0;
|
||||||
UTSData utsData;
|
|
||||||
|
|
||||||
// We need to readapt the SS position as our screen space positions are for a low res buffer, but we try to access a full res buffer.
|
// We need to readapt the SS position as our screen space positions are for a low res buffer, but we try to access a full res buffer.
|
||||||
input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
|
input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
|
||||||
|
|||||||
Reference in New Issue
Block a user