Added GT Toon map;
Changed shadow bias from fixed to slope based;
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@@ -53,6 +53,7 @@ float3 ComputeSpecularTerm(UtsBSDFData bsdfData, PreLightData preLightData, floa
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DV = DV_SmithJointGGXAniso(TdotH, BdotH, NdotH, clampedNdotV, TdotL, BdotL, abs(NdotL), bsdfData.roughnessT, bsdfData.roughnessB, partLambdaV);
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#elif _PBR_MODE_HAIR
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// TODO: Double layer anisotropic specular.
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float3 t = ShiftTangent(bsdfData.bitangentWS, N, bsdfData.anisotropy);
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float specularExponent = RoughnessToBlinnPhongSpecularExponent(PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness));
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DV = D_KajiyaKay(t, H, specularExponent);
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@@ -117,7 +118,7 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
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if (Max3(lightColor.r, lightColor.g, lightColor.b) > 0.0)
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{
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SHADOW_TYPE sharpShadow = smoothstep(0.3, 0.7, shadow);
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SHADOW_TYPE sharpShadow = smoothstep(0.0, 1.0, shadow);
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#if _RECEIVE_HAIR_SHADOW_ON && ENABLE_UTS_HAIR_SHAOW
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sharpShadow *= GetHairShadow(posInput, L, bsdfData.normalWS);
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#endif
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