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Don't normalize the normal coming from the normal map if there's no scaling possible in the shader.

/2018.1
Felipe Lira 6 年前
当前提交
80bee94e
共有 4 个文件被更改,包括 15 次插入3 次删除
  1. 5
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Packing.hlsl
  2. 4
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Core.hlsl
  3. 6
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurface.hlsl
  4. 3
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader

5
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Packing.hlsl


return normalize(normal);
}
real3 UnpackNormalRGBNoScale(real4 packedNormal)
{
return packedNormal.rgb * 2.0 - 1.0;
}
real3 UnpackNormalAG(real4 packedNormal, real scale = 1.0)
{
real3 normal;

4
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Core.hlsl


half3 UnpackNormal(half4 packedNormal)
{
// Compiler will optimize the scale away
return UnpackNormalRGB(packedNormal, 1.0);
return UnpackNormalRGBNoScale(packedNormal);
// Compiler will optimize the scale away
return UnpackNormalmapRGorAG(packedNormal, 1.0);
#endif
}

6
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurface.hlsl


half3 Normal(float2 uv)
{
#if _NORMALMAP
return UnpackNormalScale(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uv), _BumpScale);
#if BUMP_SCALE_NOT_SUPPORTED
return UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uv));
#else
return UnpackNormalScale(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uv), _BumpScale);
#endif
#else
return half3(0.0h, 0.0h, 1.0h);
#endif

3
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader


#pragma vertex LitPassVertex
#pragma fragment LitPassFragmentSimple
#define BUMP_SCALE_NOT_SUPPORTED 1
#include "LWRP/ShaderLibrary/LightweightPassLit.hlsl"
ENDHLSL
}

#pragma vertex ShadowPassVertex
#pragma fragment LitPassFragmentSimpleNull
#define BUMP_SCALE_NOT_SUPPORTED 1
#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
ENDHLSL
}

#pragma vertex LitPassVertex
#pragma fragment LitPassFragmentSimpleNull
#define BUMP_SCALE_NOT_SUPPORTED 1
#include "LWRP/ShaderLibrary/LightweightPassLit.hlsl"
ENDHLSL
}

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