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HDRenderLoop: Add missing subsurfaceProfile handling

/main
Sebastien Lagarde 8 年前
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b08cad3f
共有 1 个文件被更改,包括 4 次插入2 次删除
  1. 6
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit.hlsl

6
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit.hlsl


bsdfData.diffuseColor = surfaceData.baseColor;
bsdfData.fresnel0 = 0.028; // TODO take from subSurfaceProfile
bsdfData.subSurfaceRadius = surfaceData.subSurfaceRadius;
bsdfData.thickness = surfaceData.thickness;
bsdfData.thickness = surfaceData.thickness;
bsdfData.subSurfaceProfile = surfaceData.subSurfaceProfile;
}
else if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{

}
else if (surfaceData.materialId == MATERIALID_LIT_SSS)
{
outGBuffer2 = float4(surfaceData.subSurfaceRadius, surfaceData.thickness, 0.0, 0.0);
outGBuffer2 = float4(surfaceData.subSurfaceRadius, surfaceData.thickness, 0.0, surfaceData.subSurfaceProfile / 8.0f); // Number of profile not define yet
}
else if (surfaceData.materialId == MATERIALID_LIT_CLEAR_COAT)
{

bsdfData.fresnel0 = 0.028; // TODO take from subSurfaceProfile
bsdfData.subSurfaceRadius = inGBuffer2.r;
bsdfData.thickness = inGBuffer2.g;
bsdfData.subSurfaceProfile = inGBuffer2.a * 8.0f;
}
else if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{

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