Added UtsSingleLightLoop

This commit is contained in:
2025-03-23 17:53:36 +09:00
parent ee0b720b6d
commit ea3e83157c
18 changed files with 142 additions and 234 deletions

View File

@@ -131,18 +131,23 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
float3 diffuseTerm = 0.0;
float3 specularTerm = ComputeSpecularTerm(bsdfData, preLightData, V, L);
#if _USE_SHADING_RAMP_MAP_ON
float rampMask = _ShadingRampMask;
#if _SHADING_RAMP_MASK_MAP
rampMask *= SAMPLE_TEXTURE2D(_ShadingRampMaskMap, s_linear_clamp_sampler, uv).r;
#endif
#if _SHADING_MODE_STANDARD
float NdotL = dot(bsdfData.normalWS, L);
float halfLambert = 0.5 * NdotL + 0.5;
float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(halfLambert * shadow.x, 1.0), _ShadingIndex, 0.0).rgb;
//float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(shadow.x, 1.0), _ShadingIndex, 0.0).rgb;
float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(halfLambert * shadow.x, rampMask), _ShadingIndex, 0.0).rgb;
diffuseTerm = bsdfData.diffuseColor * rampColor;
specularTerm *= saturate(NdotL) * sharpShadow;
#elif _SHADING_MODE_SDF
float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(sdfShadowMask * sharpShadow.x, 1.0), _ShadingIndex, 0.0).rgb;
float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(sdfShadowMask * sharpShadow.x, rampMask), _ShadingIndex, 0.0).rgb;
diffuseTerm = bsdfData.diffuseColor * rampColor;
specularTerm = (specularTerm + sdfHighlight) * sdfShadowMask * sharpShadow;
@@ -186,4 +191,4 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
return lighting;
}
#endif
#endif