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Changed occlusion source channel of material converter to green (channel used in legacy shader for occlusion map).

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Remy 6 年前
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7643f8fc
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/StandardsToHDLitMaterialUpgrader.cs

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/StandardsToHDLitMaterialUpgrader.cs


TextureCombiner maskMapCombiner = new TextureCombiner(
metallicMap, 0, // R: Metallic from red
occlusionMap, 0, // G: Occlusion from red
occlusionMap, 1, // G: Occlusion from green
detailMaskMap, 0, // B: Detail Mask from red
smoothnessMap, (srcMaterial.shader.name == Standard_Rough)?-4:3 // A: Smoothness Texture from inverse greyscale for roughness setup, or alpha
);

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