diff options
| author | yum <yum.food.vr@gmail.com> | 2024-09-24 13:57:26 -0700 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2024-09-24 13:57:26 -0700 |
| commit | 2b9e36fde45c5f488539f390288e0a2731d11fcf (patch) | |
| tree | ed12017282d6145830b512ec2cf1a6d2834e15c7 /globals.cginc | |
| parent | 88a524d71bf46bca1c65c3f7ed5fcd3f6edd1d5e (diff) | |
World lighting fixes
* Add channel selection for roughness and metallic textures
* This lets u combine roughness & metallic into one texture
* Add Bakery-compatible emission slot
* Add compile-time toggle for brightness clamping
* Add toggle for world interpolators
* Add emission type dropdown (baked/realtime/none)
* Switch to bilinear filtering for base PBR maps to match standard
shader behavior
* Add bugfixes for Mochie BRDF in world lighting mode
* Rename _NormalTex to _BumpMap for compatibility with standard shader
* World lighting mode uses Unity baked GI logic instead of normal world
lighting logic
* Use uv2 instead of lmuv for lightmap UVs
Diffstat (limited to 'globals.cginc')
| -rw-r--r-- | globals.cginc | 24 |
1 files changed, 18 insertions, 6 deletions
diff --git a/globals.cginc b/globals.cginc index 64d3410..feaec79 100644 --- a/globals.cginc +++ b/globals.cginc @@ -5,6 +5,8 @@ SamplerState linear_repeat_s; SamplerState linear_clamp_s; +SamplerState bilinear_repeat_s; +SamplerState bilinear_clamp_s; float4 _Color; float _Metallic; @@ -43,8 +45,12 @@ float _FresnelStrength; float _UseFresnel; float _ReflectionStrength; float3 shadowedReflections; -float3 _ReflShadows; -float3 _ReflShadowStrength; +int _ReflShadows; +float _ReflShadowStrength; +float _BrightnessReflShad; +float _ContrastReflShad; +float _HDRReflShad; +float3 _TintReflShad; float _VRChatMirrorMode; float3 _VRChatMirrorCameraPos; @@ -89,11 +95,13 @@ float _SSRHeight; texture2D _MainTex; float4 _MainTex_ST; #endif -texture2D _NormalTex; -float4 _NormalTex_ST; +texture2D _BumpMap; +float4 _BumpMap_ST; texture2D _MetallicTex; +float _MetallicTexChannel; float4 _MetallicTex_ST; texture2D _RoughnessTex; +float _RoughnessTexChannel; float4 _RoughnessTex_ST; #if defined(_PBR_OVERLAY0) @@ -257,15 +265,19 @@ float _Decal3_Angle; float _Decal3_UV_Select; #endif +#if defined(_EMISSION) +texture2D _EmissionMap; +float3 _EmissionColor; +#endif #if defined(_EMISSION0) texture2D _Emission0Tex; -float _Emission0Strength; +float3 _Emission0Color; float _Emission0Multiplier; float _Emission0_UV_Select; #endif #if defined(_EMISSION1) texture2D _Emission1Tex; -float _Emission1Strength; +float3 _Emission1Color; float _Emission1Multiplier; float _Emission1_UV_Select; #endif |
