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PreLightData preLightData, BSDFData bsdfData, BakeLightingData bakeLightingData, AggregateLighting lighting, |
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out float3 diffuseLighting, out float3 specularLighting) |
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{ |
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// TODO: AO, SSS, Refraction, energy conservation fudge for GGX multi-scattering losses. |
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specularLighting = lighting.direct.specular; // should be 0 for now. |
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specularLighting = lighting.direct.specular; |
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#ifdef DEBUG_DISPLAY |
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switch (_DebugLightingMode) |
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{ |
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case DEBUGLIGHTINGMODE_LUX_METER: |
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//diffuseLighting = lighting.direct.diffuse + bakeLightingData.bakeDiffuseLighting; |
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diffuseLighting = lighting.direct.diffuse + bakeLightingData.bakeDiffuseLighting; |
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//diffuseLighting = indirectAmbientOcclusion; |
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//diffuseLighting = aoFactor.indirectAmbientOcclusion; |
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//diffuseLighting = specularOcclusion; |
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//diffuseLighting = aoFactor.indirectSpecularOcclusion; |
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break; |
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case DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFRACTION: |
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