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-Add slight changes from similar Lit material code changes.

/main
Stephane Laroche 7 年前
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32c8ec15
共有 1 个文件被更改,包括 6 次插入4 次删除
  1. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.hlsl

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.hlsl


PreLightData preLightData, BSDFData bsdfData, BakeLightingData bakeLightingData, AggregateLighting lighting,
out float3 diffuseLighting, out float3 specularLighting)
{
// TODO: AO, SSS, Refraction, energy conservation fudge for GGX multi-scattering losses.
specularLighting = lighting.direct.specular; // should be 0 for now.
specularLighting = lighting.direct.specular;
#ifdef DEBUG_DISPLAY

switch (_DebugLightingMode)
{
case DEBUGLIGHTINGMODE_LUX_METER:
//diffuseLighting = lighting.direct.diffuse + bakeLightingData.bakeDiffuseLighting;
diffuseLighting = lighting.direct.diffuse + bakeLightingData.bakeDiffuseLighting;
//diffuseLighting = indirectAmbientOcclusion;
//diffuseLighting = aoFactor.indirectAmbientOcclusion;
//diffuseLighting = specularOcclusion;
//diffuseLighting = aoFactor.indirectSpecularOcclusion;
break;
case DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFRACTION:

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