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HDRendePipeline: Layered Material tweak again

/main
sebastienlagarde 8 年前
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b309c8cb
共有 1 个文件被更改,包括 8 次插入8 次删除
  1. 16
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitData.hlsl

16
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitData.hlsl


#endif
}
float3 ComputeInheritedNormalTS(FragInputs input, float3 normalTS0, float3 normalTS1, float3 normalTS2, float3 normalTS3, LayerTexCoord layerTexCoord, float weights[_MAX_LAYER])
float3 ComputeMainNormalInfluence(FragInputs input, float3 normalTS0, float3 normalTS1, float3 normalTS2, float3 normalTS3, LayerTexCoord layerTexCoord, float weights[_MAX_LAYER])
{
// Get our regular normal from regular layering
float3 normalTS = BlendLayeredVector3(normalTS0, normalTS1, normalTS2, normalTS3, weights);

return lerp(normalTS, BlendNormalRNM(normalTS, mainNormalTS), influenceFactor);
}
float3 ComputeInheritedColor(float3 baseColor0, float3 baseColor1, float3 baseColor2, float3 baseColor3, float compoMask, LayerTexCoord layerTexCoord, float weights[_MAX_LAYER])
float3 ComputeMainBaseColorInfluence(float3 baseColor0, float3 baseColor1, float3 baseColor2, float3 baseColor3, float compoMask, LayerTexCoord layerTexCoord, float weights[_MAX_LAYER])
{
float3 baseColor = BlendLayeredVector3(baseColor0, baseColor1, baseColor2, baseColor3, weights);

// 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
float3 baseMeanColor0 = SAMPLE_LAYER_TEXTURE2D_BIAS(_BaseColorMap0, sampler_BaseColorMap0, layerTexCoord.base0, textureBias).rgb;
float3 baseMeanColor1 = SAMPLE_LAYER_TEXTURE2D_BIAS(_BaseColorMap1, sampler_BaseColorMap0, layerTexCoord.base1, textureBias).rgb;
float3 baseMeanColor2 = SAMPLE_LAYER_TEXTURE2D_BIAS(_BaseColorMap2, sampler_BaseColorMap0, layerTexCoord.base2, textureBias).rgb;
float3 baseMeanColor3 = SAMPLE_LAYER_TEXTURE2D_BIAS(_BaseColorMap3, sampler_BaseColorMap0, layerTexCoord.base3, textureBias).rgb;
float3 baseMeanColor0 = SAMPLE_LAYER_TEXTURE2D_BIAS(_BaseColorMap0, sampler_BaseColorMap0, layerTexCoord.base0, textureBias).rgb *_BaseColor0.rgb;
float3 baseMeanColor1 = SAMPLE_LAYER_TEXTURE2D_BIAS(_BaseColorMap1, sampler_BaseColorMap0, layerTexCoord.base1, textureBias).rgb *_BaseColor1.rgb;
float3 baseMeanColor2 = SAMPLE_LAYER_TEXTURE2D_BIAS(_BaseColorMap2, sampler_BaseColorMap0, layerTexCoord.base2, textureBias).rgb *_BaseColor2.rgb;
float3 baseMeanColor3 = SAMPLE_LAYER_TEXTURE2D_BIAS(_BaseColorMap3, sampler_BaseColorMap0, layerTexCoord.base3, textureBias).rgb *_BaseColor3.rgb;
float3 meanColor = BlendLayeredVector3(baseMeanColor0, baseMeanColor1, baseMeanColor2, baseMeanColor3, weights);

float alpha = PROP_BLEND_SCALAR(alpha, weights);
#if defined(_MAIN_LAYER_INFLUENCE_MODE)
surfaceData.baseColor = ComputeInheritedColor(surfaceData0.baseColor, surfaceData1.baseColor, surfaceData2.baseColor, surfaceData3.baseColor, alpha, layerTexCoord, weights);
float3 normalTS = ComputeInheritedNormalTS(input, normalTS0, normalTS1, normalTS2, normalTS3, layerTexCoord, weights);
surfaceData.baseColor = ComputeMainBaseColorInfluence(surfaceData0.baseColor, surfaceData1.baseColor, surfaceData2.baseColor, surfaceData3.baseColor, alpha, layerTexCoord, weights);
float3 normalTS = ComputeMainNormalInfluence(input, normalTS0, normalTS1, normalTS2, normalTS3, layerTexCoord, weights);
#else
surfaceData.baseColor = SURFACEDATA_BLEND_VECTOR3(surfaceData, baseColor, weights);
float3 normalTS = BlendLayeredVector3(normalTS0, normalTS1, normalTS2, normalTS3, weights);

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