Added new Shadow SSS Lut;
Fixed the issue that SSGI and SSAO weight not works properly;
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@@ -5,12 +5,6 @@
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#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Lighting/UtsShadowEvaluation.hlsl"
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struct UtsShadeMask
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{
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float baseShadeMask;
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float firstShadeMask;
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};
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float RoughnessToBlinnPhongSpecularExponent(float roughness)
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{
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return clamp(2 * rcp(roughness * roughness) - 2, FLT_EPS, rcp(FLT_EPS));
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@@ -122,9 +116,9 @@ 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 = smoothstep(0.4, 0.6, shadow);
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SHADOW_TYPE sharpShadow = smoothstep(0.4, 0.6, shadow);
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#if _RECEIVE_HAIR_SHADOW_ON && ENABLE_UTS_HAIR_SHAOW
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shadow *= GetHairShadow(posInput, L);
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sharpShadow *= GetHairShadow(posInput, L);
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#endif
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#if _SHADING_MODE_SDF
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@@ -142,15 +136,16 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
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float NdotL = dot(bsdfData.normalWS, L);
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float halfLambert = 0.5 * NdotL + 0.5;
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float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(halfLambert * shadow.x, 0.0), _ShadingIndex, 0.0).rgb;
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float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(halfLambert * shadow.x, 1.0), _ShadingIndex, 0.0).rgb;
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//float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(shadow.x, 1.0), _ShadingIndex, 0.0).rgb;
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diffuseTerm = bsdfData.diffuseColor * rampColor;
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specularTerm *= saturate(NdotL) * shadow;
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specularTerm *= saturate(NdotL) * sharpShadow;
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#elif _SHADING_MODE_SDF
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float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(sdfShadowMask * shadow.x, 0.0), _ShadingIndex, 0.0).rgb;
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float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(sdfShadowMask * sharpShadow.x, 1.0), _ShadingIndex, 0.0).rgb;
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diffuseTerm = bsdfData.diffuseColor * rampColor;
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specularTerm = (specularTerm + sdfHighlight) * sdfShadowMask * shadow;
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specularTerm = (specularTerm + sdfHighlight) * sdfShadowMask * sharpShadow;
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#endif
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#else
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#if _SHADING_MODE_STANDARD
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@@ -159,7 +154,7 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
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float firstColorFeatherForMask = lerp(_1stShadeColorFeather, 0.0, max(_ComposerMaskMode, _FirstShadeOverridden));
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float baseShadeMask = saturate((halfLambert - (_1stShadeColorStep - firstColorFeatherForMask)) / (_1stShadeColorStep - (_1stShadeColorStep - firstColorFeatherForMask)));
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baseShadeMask *= shadow.x;
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baseShadeMask *= sharpShadow.x;
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float secondColorFeatherForMask = lerp(_2ndShadeColorFeather, 0.0, max(_SecondShadeOverridden, _ComposerMaskMode));
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float firstShadeMask = saturate((halfLambert - (_2ndShadeColorStep - secondColorFeatherForMask)) / (_2ndShadeColorStep - (_2ndShadeColorStep - secondColorFeatherForMask)));
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@@ -167,7 +162,7 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
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diffuseTerm = lerp(lerp(bsdfData.secondShadingDiffuseColor, bsdfData.firstShadingDiffuseColor, firstShadeMask), bsdfData.diffuseColor, baseShadeMask);
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specularTerm *= baseShadeMask;
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#elif _SHADING_MODE_SDF
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float shadeMask = sdfShadowMask * sdfTexture.b * shadow.x;
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float shadeMask = sdfShadowMask * sdfTexture.b * sharpShadow.x;
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diffuseTerm = lerp(bsdfData.firstShadingDiffuseColor, bsdfData.diffuseColor, shadeMask);
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specularTerm = (specularTerm + sdfHighlight) * shadeMask;
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