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authoryum <yum.food.vr@gmail.com>2026-03-11 17:35:46 -0700
committeryum <yum.food.vr@gmail.com>2026-03-11 17:35:46 -0700
commitc36b919595874355c511b2c75ba9797440be09a5 (patch)
tree1328f04615d58591883c2c7d9de60614975846be /filamented.cginc
parentc8cfc043c105a32e1efab341536311277bfc90eb (diff)
Update specular occlusion; always runs now
Diffstat (limited to 'filamented.cginc')
-rw-r--r--filamented.cginc4
1 files changed, 2 insertions, 2 deletions
diff --git a/filamented.cginc b/filamented.cginc
index 6d34123..63552c2 100644
--- a/filamented.cginc
+++ b/filamented.cginc
@@ -301,7 +301,7 @@ inline half3 UnityGI_prefilteredRadiance(const UnityGIInput data, const float pe
return specular;
}
-#if defined(_AMBIENT_OCCLUSION) || defined(_BENT_NORMALS)
+#if defined(_BENT_NORMALS)
// Oat and Sander 2007, "Ambient Aperture Lighting"
// Jimenez et al. 2016, "Practical Realtime Strategies for Accurate Indirect Occlusion"
float sphericalCapsIntersection(float cosCap1, float cosCap2, float cosDistance) {
@@ -321,6 +321,7 @@ float sphericalCapsIntersection(float cosCap1, float cosCap2, float cosDistance)
float area = -2.0 * x2 * x + 3.0 * x2;
return area * (1.0 - max(cosCap1, cosCap2));
}
+#endif // _BENT_NORMALS
float computeSpecularAO(float NoV, float visibility, float roughness, float3 bent_normal, float3 reflect_dir) {
#if defined(_BENT_NORMALS)
@@ -334,6 +335,5 @@ float computeSpecularAO(float NoV, float visibility, float roughness, float3 ben
return saturate(pow(NoV + visibility, exp2(-16.0 * roughness - 1.0)) - 1.0 + visibility);
#endif
}
-#endif // _AMBIENT_OCCLUSION || _BENT_NORMALS
#endif // __FILAMENTED_INC