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Updated specular blending for transparents

/Yibing-Project-2
Frédéric Vauchelles 7 年前
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b37cebd5
共有 1 个文件被更改,包括 4 次插入0 次删除
  1. 4
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl

4
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl


float3 bakeDiffuseLighting = GetBakedDiffuseLigthing(surfaceData, builtinData, bsdfData, preLightData);
LightLoop(V, posInput, preLightData, bsdfData, bakeDiffuseLighting, featureFlags, diffuseLighting, specularLighting);
#ifdef _BLENDMODE_LERP
outColor = float4(diffuseLighting + (specularLighting / max(builtinData.opacity, 0.01)), builtinData.opacity);
#else
#endif
}
#ifdef _DEPTHOFFSET_ON

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