Added GT Toon map;
Changed shadow bias from fixed to slope based;
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@@ -72,7 +72,7 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
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if ((light.lightDimmer > 0) && (light.shadowDimmer > 0) && IsNonZeroBSDF(L, bsdfData))
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{
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context.shadowValue = GetDirectionalShadowAttenuation(context.shadowContext,
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posInput.positionSS, posInput.positionWS + L * _ShadowDistanceBias, UtsGetShadowNormal(bsdfData),
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posInput.positionSS, posInput.positionWS + L * UtsGetShadowSlopeBias(bsdfData.normalWS, L), UtsGetShadowNormal(bsdfData),
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light.shadowIndex, L);
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}
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}
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