【地形】测试功能
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@ -2,6 +2,8 @@
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{
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Properties
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{
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_MinShadowStrength("Min Shadow Strength", Range(0,1)) = 0.4
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[HideInInspector] [ToggleUI] _EnableHeightBlend("EnableHeightBlend", Float) = 0.0
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_HeightTransition("Height Transition", Range(0, 1.0)) = 0.0
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// Layer count is passed down to guide height-blend enable/disable, due
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@ -85,11 +87,14 @@
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
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float _MinShadowStrength;
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half3 LightingPhysicallyBased2(BRDFData brdfData, BRDFData brdfDataClearCoat,
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half3 lightColor, half3 lightDirectionWS, half lightAttenuation,
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half3 normalWS, half3 viewDirectionWS,
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half clearCoatMask, bool specularHighlightsOff)
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{
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lightAttenuation = max(lightAttenuation, _MinShadowStrength);
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half3 radiance = lightColor * lightAttenuation;
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half3 brdf = brdfData.diffuse;
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return brdf * radiance;
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@ -148,6 +153,7 @@
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inputData.normalWS, inputData.viewDirectionWS,
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surfaceData.clearCoatMask, specularHighlightsOff);
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}
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// return half4(brdfData.albedo * mainLight.shadowAttenuation, 1);
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#if defined(_ADDITIONAL_LIGHTS)
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--- !u!108 &637177647
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Light:
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@ -296,7 +298,7 @@ Light:
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m_ConstrainProportionsScale: 0
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m_Children: []
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@ -552,8 +554,8 @@ Terrain:
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m_PreserveTreePrototypeLayers: 0
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ProjectNLD/Assets/_Test/Scene/TestTerrain/Lightmap-0_comp_dir.png (Stored with Git LFS)
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ProjectNLD/Assets/_Test/Scene/TestTerrain/Lightmap-0_comp_dir.png (Stored with Git LFS)
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m_PVRFilteringAtrousPositionSigmaDirect: 0.5
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@ -68,10 +68,42 @@ Material:
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|
|
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|||
Loading…
Reference in New Issue