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Fixed whitespace.

/main
Julien Ignace 8 年前
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9ce05c62
共有 2 个文件被更改,包括 11 次插入11 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Editor/BaseLitUI.cs
  2. 20
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitSurfaceData.hlsl

2
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Editor/BaseLitUI.cs


public static GUIContent smoothnessMapChannelText = new GUIContent("Smoothness Source", "Smoothness texture and channel");
public static GUIContent UVBaseMappingText = new GUIContent("UV set for Base", "");
public static GUIContent texWorldScaleText = new GUIContent("Tiling", "Tiling factor applied to Planar/Trilinear mapping");
public static GUIContent texWorldScaleText = new GUIContent("Tiling", "Tiling factor applied to Planar/Trilinear mapping");
public static GUIContent UVBaseDetailMappingText = new GUIContent("UV set for Base and Detail", "");
public static GUIContent normalMapSpaceText = new GUIContent("Normal/Tangent Map space", "");
public static GUIContent heightMapModeText = new GUIContent("Height Map Mode", "");

20
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitSurfaceData.hlsl


ADD_IDX(_UVDetailsMappingMask).y * input.texCoord1 +
ADD_IDX(_UVDetailsMappingMask).z * input.texCoord3 +
// Note that if base is planar, detail map is planar
ADD_IDX(_UVMappingMask).w * -position.xz;
ADD_IDX(_UVMappingMask).w * -position.xz;
ADD_IDX(layerTexCoord.details).uv = TRANSFORM_TEX(uvDetails, ADD_IDX(_DetailMap));

float3 direction = sign(input.tangentToWorld[2].xyz);
float3 direction = sign(input.tangentToWorld[2].xyz);
// In triplanar, if we are facing away from the world axis, a different axis will be flipped for each direction.
// This is particularly problematic for tangent space normal maps which need to be in the right direction.
// So we multiplying the offending coordinate by the sign of the normal.
ADD_IDX(layerTexCoord.base).uvYZ = float2(direction.x * position.z, position.y);
// In triplanar, if we are facing away from the world axis, a different axis will be flipped for each direction.
// This is particularly problematic for tangent space normal maps which need to be in the right direction.
// So we multiplying the offending coordinate by the sign of the normal.
ADD_IDX(layerTexCoord.base).uvYZ = float2(direction.x * position.z, position.y);
ADD_IDX(layerTexCoord.details).uvYZ = TRANSFORM_TEX(ADD_IDX(layerTexCoord.base).uvYZ, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvZX = TRANSFORM_TEX(ADD_IDX(layerTexCoord.base).uvZX, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvXY = TRANSFORM_TEX(ADD_IDX(layerTexCoord.base).uvXY, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvYZ = TRANSFORM_TEX(ADD_IDX(layerTexCoord.base).uvYZ, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvZX = TRANSFORM_TEX(ADD_IDX(layerTexCoord.base).uvZX, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvXY = TRANSFORM_TEX(ADD_IDX(layerTexCoord.base).uvXY, ADD_IDX(_DetailMap));
}
void ADD_IDX(ApplyDisplacement)(inout FragInput input, inout LayerTexCoord layerTexCoord)

#else
surfaceData.perceptualSmoothness = 1.0;
#endif
surfaceData.perceptualSmoothness *= ADD_IDX(_Smoothness);
surfaceData.perceptualSmoothness *= ADD_IDX(_Smoothness);
#ifdef _DETAIL_MAP
surfaceData.perceptualSmoothness *= LerpWhiteTo(2.0 * saturate(detailSmoothness * ADD_IDX(_DetailSmoothnessScale)), detailMask);
#endif

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