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Fixed subtractive mode

/2018.1
Felipe Lira 7 年前
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a97abc0c
共有 1 个文件被更改,包括 5 次插入6 次删除
  1. 11
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Lighting.hlsl

11
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Lighting.hlsl


// 1) Gives good estimate of illumination as if light would've been shadowed during the bake.
// Preserves bounce and other baked lights
// No shadows on the geometry facing away from the light
// We only subtract the main direction light. This is accounted in the contribution term below.
half NdotL = saturate(dot(mainLight.direction, normalWS));
half3 lambert = mainLight.color * NdotL;
half contributionTerm = saturate(dot(mainLight.direction, normalWS)) * (1.0 - _MainLightPosition.w);
half3 lambert = mainLight.color * contributionTerm;
half3 estimatedLightContributionMaskedByInverseOfShadow = lambert * (1.0 - mainLight.attenuation);
half3 subtractedLightmap = bakedGI - estimatedLightContributionMaskedByInverseOfShadow;

void MixRealtimeAndBakedGI(inout Light light, half3 normalWS, inout half3 bakedGI, half4 shadowMask)
{
#if defined(_MIXED_LIGHTING_SUBTRACTIVE) && defined(LIGHTMAP_ON) && defined(_SHADOWS_ENABLED)
bakedGI = lerp(SubtractDirectMainLightFromLightmap(light, normalWS, bakedGI), bakedGI, _MainLightPosition.w);
#if defined(_MIXED_LIGHTING_SUBTRACTIVE) && defined(LIGHTMAP_ON)
bakedGI = SubtractDirectMainLightFromLightmap(light, normalWS, bakedGI);
#endif
#if defined(LIGHTMAP_ON)

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