浏览代码

Merge pull request #1195 from Unity-Technologies/Fix-issue-with-debug-ligthing-mode

Fix issue with debug ligthing mode
/main
GitHub 7 年前
当前提交
75c80ba4
共有 1 个文件被更改,包括 29 次插入19 次删除
  1. 48
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl

48
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl


specularLighting *= 1.0 + bsdfData.fresnel0 * preLightData.energyCompensation;
#ifdef DEBUG_DISPLAY
switch(_DebugLightingMode)
if (_DebugLightingMode != 0)
switch (_DebugLightingMode)
{
diffuseLighting = lighting.direct.diffuse + bakeLightingData.bakeDiffuseLighting;
diffuseLighting = lighting.direct.diffuse + bakeLightingData.bakeDiffuseLighting;
diffuseLighting = indirectAmbientOcclusion;
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
diffuseLighting = indirectAmbientOcclusion;
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
diffuseLighting = specularOcclusion;
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
diffuseLighting = specularOcclusion;
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
#if GTAO_MULTIBOUNCE_APPROX
#if GTAO_MULTIBOUNCE_APPROX
diffuseLighting = GTAOMultiBounce(indirectAmbientOcclusion, bsdfData.diffuseColor);
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
diffuseLighting = GTAOMultiBounce(indirectAmbientOcclusion, bsdfData.diffuseColor);
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
diffuseLighting = GTAOMultiBounce(specularOcclusion, bsdfData.fresnel0);
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
break;
#endif
case DEBUGMIPMAPMODE_NONE:
diffuseLighting = bsdfData.diffuseColor;
diffuseLighting = GTAOMultiBounce(specularOcclusion, bsdfData.fresnel0);
#endif
{
{
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
}
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
}
}
else if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
diffuseLighting = bsdfData.diffuseColor;
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
}
#endif
}
正在加载...
取消
保存