Added GT Toon map;
Changed shadow bias from fixed to slope based;
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@@ -58,7 +58,7 @@ DirectLighting UtsEvaluateLighting_RimLight(PositionInputs posInput, UtsBSDFData
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return lighting;
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}
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DirectLighting UtsEvaluateLighting_AngelRing(FragInputs input, float3 normalWS, float3 V)
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DirectLighting UtsEvaluateLighting_AngelRing(FragInputs input, float3 N, float3 V)
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{
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DirectLighting lighting;
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ZERO_INITIALIZE(DirectLighting, lighting);
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@@ -74,15 +74,16 @@ DirectLighting UtsEvaluateLighting_AngelRing(FragInputs input, float3 normalWS,
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float3 cameraRoll = acos(clamp(cameraRollCos, -1.0, 1.0));
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float cameraDir = cameraRight.y < 0 ? -1.0 : 1.0;
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float2 arOffsetU = lerp(mul(UNITY_MATRIX_V, float4(normalWS, 0)).xyz, float3(0, 0, 1), _AngelRingOffsetU).xy;
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float2 arOffsetU = lerp(mul(UNITY_MATRIX_V, float4(N, 0)).xyz, float3(0, 0, 1), _AngelRingOffsetU).xy;
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arOffsetU = arOffsetU * 0.5 + 0.5;
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float2 arvnRotate = RotateUV(arOffsetU, -(cameraDir * cameraRoll).x, 0.5, 1.0);
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float2 arOffsetUV = float2(arvnRotate.x, lerp(input.texCoord0.y, arvnRotate.y, _AngelRingOffsetV));
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float4 angelRingColor = SAMPLE_TEXTURE2D(_AngelRingColorMap, sampler_AngelRingColorMap, TRANSFORM_TEX(arOffsetUV, _AngelRingColorMap)) * _AngelRingColor * _AngelRingIntensity;
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float weight = saturate(dot(normalize(V), normalWS));
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float weight = saturate(dot(V, N));
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lighting.specular = angelRingColor.r * angelRingColor.a * weight;
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lighting.specular = angelRingColor * angelRingColor.a * weight;
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return lighting;
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}
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