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Merge pull request #1468 from Unity-Technologies/Misc-fix

Revert #1466 and fix issue with specular lighting mode not working
/main
GitHub 6 年前
当前提交
9f1e7984
共有 3 个文件被更改,包括 18 次插入14 次删除
  1. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/PlanarReflectionProbeUI.Drawers.cs
  2. 14
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl
  3. 16
      com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.hlsl

2
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/PlanarReflectionProbeUI.Drawers.cs


);
Inspector = CED.Group(
//SectionProbeModeSettings,
SectionProbeModeSettings,
CED.space,
CED.Action((s, d, o) => EditorGUILayout.LabelField(_.GetContent("Proxy Volume"), EditorStyles.boldLabel)),
CED.Action(Drawer_FieldProxyVolumeReference),

14
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl


if (_DebugLightingMode != 0)
{
bool keepSpecular = false;
// Caution: _DebugLightingMode is used in other part of the code, don't do anything outside of
// current cases
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
else
keepSpecular = true;
else
keepSpecular = true;
if (!keepSpecular)
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
}
else if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{

16
com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.hlsl


if (_DebugLightingMode != 0)
{
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
// Caution: _DebugLightingMode is used in other part of the code, don't do anything outside of
// current cases
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
//diffuseLighting = aoFactor.indirectSpecularOcclusion;
diffuseLighting = aoFactor.indirectSpecularOcclusion;
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
// diffuseLighting = lighting.indirect.specularTransmitted;
// diffuseLighting = lighting.indirect.specularTransmitted;
break;
case DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFLECTION:
//if (_DebugLightingSubMode != DEBUGSCREENSPACETRACING_COLOR)
// diffuseLighting = lighting.indirect.specularReflected;
break;
}
}

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