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HDRenderPipeline: Another fix for layered shaders

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sebastienlagarde 8 年前
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共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitData.hlsl

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitData.hlsl


float influenceFactor = BlendLayeredScalar(0.0, _InheritBaseColor1, _InheritBaseColor2, _InheritBaseColor3, weights);
float influenceThreshold = BlendLayeredScalar(1.0, _InheritBaseColorThreshold1, _InheritBaseColorThreshold2, _InheritBaseColorThreshold3, weights);
influenceFactor = influenceFactor * (1.0 - saturate(compoMask / influenceFactor));
influenceFactor = influenceFactor * (1.0 - saturate(compoMask / influenceThreshold));
// We want to calculate the mean color of the texture. For this we will sample a low mipmap
float textureBias = 15.0; // Use maximum bias

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