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#ifndef LIGHTWEIGHT_BRDF_INCLUDED
#define LIGHTWEIGHT_BRDF_INCLUDED
half MetallicSetup_Reflectivity()
{
return 1.0h - OneMinusReflectivityFromMetallic(_Metallic);
}
//sampler2D unity_NHxRoughness;
half3 LightweightBRDFDirect(half3 diffColor, half3 specColor, half smoothness, half RdotL)
{
#if SPECULAR_HIGHLIGHTS
half RdotLPow4 = Pow4(RdotL);
half LUT_RANGE = 16.0; // must match range in NHxRoughness() function in GeneratedTextures.cpp
// Lookup texture to save instructions
half perceptualRoughness = 1.0 - smoothness;
half specular = tex2D(unity_NHxRoughness, half2(RdotLPow4, perceptualRoughness)).UNITY_ATTEN_CHANNEL * LUT_RANGE;
return diffColor + specular * specColor;
#else
return diffColor;
#endif
}
half3 LightweightBRDFIndirect(half3 diffColor, half3 specColor, UnityIndirect indirect, half grazingTerm, half fresnelTerm)
{
half3 c = indirect.diffuse * diffColor;
c += indirect.specular * lerp(specColor, grazingTerm, fresnelTerm);
return c;
}
#endif