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Further simplifications for the main directional fast path

/main
Felipe Lira 7 年前
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a0c08eaf
共有 1 个文件被更改,包括 3 次插入3 次删除
  1. 6
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Lighting.hlsl

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


{
half4 directionAndAttenuation = GetLightDirectionAndAttenuation(lightInput, positionWS);
// Cookies are only computed for main light
directionAndAttenuation.w *= CookieAttenuation(positionWS);
// Cookies disabled for now due to amount of shader variants
//directionAndAttenuation.w *= CookieAttenuation(positionWS);
return directionAndAttenuation;
}

// 1) Gives good estimate of illumination as if light would've been shadowed during the bake.
// We only subtract the main direction light. This is accounted in the contribution term below.
half shadowStrength = _ShadowData.x;
half contributionTerm = saturate(dot(mainLight.direction, normalWS)) * (1.0 - _MainLightPosition.w);
half contributionTerm = saturate(dot(mainLight.direction, normalWS));
half3 lambert = mainLight.color * contributionTerm;
half3 estimatedLightContributionMaskedByInverseOfShadow = lambert * (1.0 - mainLight.attenuation);
half3 subtractedLightmap = bakedGI - estimatedLightContributionMaskedByInverseOfShadow;

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