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-rw-r--r--2ner.cginc32
-rw-r--r--fog.cginc4
2 files changed, 11 insertions, 25 deletions
diff --git a/2ner.cginc b/2ner.cginc
index fe01972..606262b 100644
--- a/2ner.cginc
+++ b/2ner.cginc
@@ -189,7 +189,6 @@ float4 frag(v2f i, uint facing : SV_IsFrontFace
i.normal = UnityObjectToWorldNormal(i.normal);
i.tangent = UnityObjectToWorldNormal(i.tangent);
i.binormal = UnityObjectToWorldNormal(i.binormal);
- const float3x3 tangentToWorld = float3x3(i.tangent, i.binormal, i.normal);
#if defined(_RAYMARCHED_FOG) && defined(FORWARD_BASE_PASS)
{
@@ -251,6 +250,7 @@ float4 frag(v2f i, uint facing : SV_IsFrontFace
i.uv01.xy = eye_effect_00.uv;
#endif
+ float3x3 tangentToWorld = float3x3(i.tangent, i.binormal, i.normal);
float ssao = 1;
#if defined(_SSAO)
float2 debug;
@@ -259,33 +259,19 @@ float4 frag(v2f i, uint facing : SV_IsFrontFace
#if defined(_CUSTOM30) && defined(FORWARD_BASE_PASS) || (!defined(_DEPTH_PREPASS) && defined(SHADOW_CASTER_PASS))
#if defined(_CUSTOM30_BASICCUBE)
- Custom30Output basic_cube_output = BasicCube(i);
- i.pos = UnityObjectToClipPos(basic_cube_output.objPos);
- i.normal = basic_cube_output.normal;
-#if !defined(_DEPTH_PREPASS)
- depth = basic_cube_output.depth;
-#endif
+ Custom30Output c30_out = BasicCube(i);
+#elif defined(_CUSTOM30_BASICWEDGE)
+ Custom30Output c30_out = BasicWedge(i);
+#elif defined(_CUSTOM30_BASICPLATFORM)
+ Custom30Output c30_out = BasicPlatform(i);
#endif
-
-#if defined(_CUSTOM30_BASICWEDGE)
- Custom30Output basic_wedge_output = BasicWedge(i);
- i.pos = UnityObjectToClipPos(basic_wedge_output.objPos);
- i.normal = basic_wedge_output.normal;
-#if !defined(_DEPTH_PREPASS)
- depth = basic_wedge_output.depth;
-#endif
-#endif
-#endif // FORWARD_BASE_PASS
-
-#if defined(_CUSTOM30_BASICPLATFORM)
- Custom30Output basic_platform_output = BasicPlatform(i);
- i.pos = UnityObjectToClipPos(basic_platform_output.objPos);
- i.normal = basic_platform_output.normal;
+ i.normal = c30_out.normal;
#if !defined(_DEPTH_PREPASS)
- depth = basic_platform_output.depth;
+ depth = c30_out.depth;
#endif
#endif
+ tangentToWorld = float3x3(i.tangent, i.binormal, i.normal);
YumPbr pbr = GetYumPbr(i, tangentToWorld);
pbr.ao *= ssao;
diff --git a/fog.cginc b/fog.cginc
index ed99927..8dfd289 100644
--- a/fog.cginc
+++ b/fog.cginc
@@ -96,9 +96,9 @@ FogResult raymarched_fog(v2f i, FogParams p)
}
FogResult r;
- //r.color.rgb = _Raymarched_Fog_Color;
+ r.color.rgb = _Raymarched_Fog_Color;
//r.color.rgb = saturate(log(linearZ) / 5.0);
- r.color.rgb = float3(screen_uv, 0);
+ //r.color.rgb = float3(screen_uv, 0);
r.color.a = d;
r.depth = 0.0001; // Very small depth value to render in front
return r;