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Fixed: removed diffuse baked lighting with refraction

/stochastic_alpha_test
Frédéric Vauchelles 7 年前
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589f93f7
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


// TODO: we could call a function like PostBSDF that will apply albedo and divide by PI once for the loop
// envDiffuseLighting is used for refraction
diffuseLighting = accLighting.envDiffuseLighting * accLighting.envDiffuseLightingWeight + (1.0 - accLighting.envDiffuseLightingWeight) * (accLighting.dirDiffuseLighting + accLighting.punctualDiffuseLighting + accLighting.areaDiffuseLighting) * GTAOMultiBounce(lightLoopContext.directAmbientOcclusion, bsdfData.diffuseColor) + bakeDiffuseLighting;
diffuseLighting = accLighting.envDiffuseLighting * accLighting.envDiffuseLightingWeight + (1.0 - accLighting.envDiffuseLightingWeight) * ((accLighting.dirDiffuseLighting + accLighting.punctualDiffuseLighting + accLighting.areaDiffuseLighting) * GTAOMultiBounce(lightLoopContext.directAmbientOcclusion, bsdfData.diffuseColor) + bakeDiffuseLighting);
specularLighting = accLighting.dirSpecularLighting + accLighting.punctualSpecularLighting + accLighting.areaSpecularLighting + accLighting.envSpecularLighting;
}
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