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half fresnelTerm = CalculateFresnelTerm(IN.normal, IN.viewDir.xyz); |
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//return fresnelTerm.xxxx; |
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BRDFData brdfData; |
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InitializeBRDFData(half3(0, 0, 0), 0, half3(1, 1, 1), 0.95, 1, brdfData); |
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BRDFData brdfData; |
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float inoutAlpha = 1.0; |
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InitializeBRDFData(half3(0, 0, 0), 0, half3(1, 1, 1), 0.95, inoutAlpha, brdfData); |
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half3 spec = DirectBDRF(brdfData, IN.normal, mainLight.direction, IN.viewDir) * shadow * mainLight.color; |
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#ifdef _ADDITIONAL_LIGHTS |
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uint pixelLightCount = GetAdditionalLightsCount(); |
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