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authoryum <yum.food.vr@gmail.com>2025-03-26 00:40:45 -0700
committeryum <yum.food.vr@gmail.com>2025-03-26 00:40:45 -0700
commit36dbdde9a08c66c5be2e8b8b6c822968a73041b6 (patch)
treedf26dbd531b8a665c0af4f38dfd3f78e7e5b1ddb /yum_brdf.cginc
parent70f30643e6c392535cfbf0b82054bd4b53868833 (diff)
Fix how outlines work with shatterwave & tessellation heightmap
Diffstat (limited to 'yum_brdf.cginc')
-rw-r--r--yum_brdf.cginc3
1 files changed, 1 insertions, 2 deletions
diff --git a/yum_brdf.cginc b/yum_brdf.cginc
index db37397..9bc01bf 100644
--- a/yum_brdf.cginc
+++ b/yum_brdf.cginc
@@ -116,8 +116,7 @@ float4 YumBRDF(v2f i, const YumLighting light, YumPbr pbr) {
// Simple indirect lighting for cloth
// Add additional corrective term to account for the fact that vrchat map
// makers suck shit and don't use enough reflection probes.
- float diffuse_luminosity = dot(light.diffuse, float3(0.2126, 0.7152, 0.0722));
- float3 Fr = _Cloth_Sheen_Color * light.specular * diffuse_luminosity;
+ float3 Fr = _Cloth_Sheen_Color * light.specular * light.diffuse_luminance;
float3 Fd = pbr.albedo * light.diffuse * pbr.ao;
#if defined(_MATERIAL_TYPE_CLOTH_SUBSURFACE)