diff options
| author | yum <yum.food.vr@gmail.com> | 2025-06-15 13:00:42 -0700 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2025-06-15 13:00:42 -0700 |
| commit | b57eb0894b8abef05db7648addf089cdd3773b54 (patch) | |
| tree | 08bc3e91d6cf587e130e8fed31b257a027be1a55 /yum_lighting.cginc | |
| parent | fbcd6a84b64018a93a3fd4e3e15260d921e93d8e (diff) | |
add pixel padding to blender plugin
Diffstat (limited to 'yum_lighting.cginc')
| -rw-r--r-- | yum_lighting.cginc | 21 |
1 files changed, 0 insertions, 21 deletions
diff --git a/yum_lighting.cginc b/yum_lighting.cginc index a8e5d4b..a77114f 100644 --- a/yum_lighting.cginc +++ b/yum_lighting.cginc @@ -219,23 +219,6 @@ float3 yumSH9(float4 n, float3 worldPos, inout YumLighting light) { #endif } -float3 SubtractMainLightWithRealtimeAttenuationFromLightmap(float3 lightmap, float attenuation, float4 bakedColorTex, float3 normalWorld) { - float3 shadowColor = unity_ShadowColor.rgb; - float shadowStrength = _LightShadowData.x; - - // Calculate estimated light contribution that should be shadowed - float ndotl = saturate(dot(normalWorld, _WorldSpaceLightPos0.xyz)); - float3 estimatedLightContributionMaskedByInverseOfShadow = ndotl * (1.0 - attenuation) * _LightColor0.rgb; - float3 subtractedLightmap = lightmap - estimatedLightContributionMaskedByInverseOfShadow; - - // Apply shadow color and strength - float3 realtimeShadow = max(subtractedLightmap, shadowColor); - realtimeShadow = lerp(realtimeShadow, lightmap, shadowStrength); - - // Pick darkest color - return min(lightmap, realtimeShadow); -} - YumLighting GetYumLighting(v2f i, YumPbr pbr) { YumLighting light = (YumLighting) 0; @@ -247,11 +230,7 @@ YumLighting GetYumLighting(v2f i, YumPbr pbr) { light.direct = _LightColor0.rgb; // Calculate attenuation first, before diffuse lighting -#if defined(LIGHTMAP_ON) - light.attenuation = 1; -#else light.attenuation = getShadowAttenuation(i); -#endif float3 tangentNormal = mul(pbr.normal, transpose(float3x3(i.tangent, i.binormal, i.normal))); float3x3 tangentToWorld = float3x3(i.tangent, i.binormal, i.normal); |
