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authoryum <yum.food.vr@gmail.com>2024-10-07 14:41:33 -0700
committeryum <yum.food.vr@gmail.com>2024-10-07 14:41:33 -0700
commite51760ab5e6d698b26b60e1811e7afce62be55d0 (patch)
treeb7bb304f703f47958ce59ebf906f6f5ad6ca4480 /tooner_lighting.cginc
parent144d7bc5cc999b9c5f84a9a7fc2a86dafe276df1 (diff)
Fix center eye toggle in rim lighting
Also add bayer dithering logic (not used yet).
Diffstat (limited to 'tooner_lighting.cginc')
-rw-r--r--tooner_lighting.cginc9
1 files changed, 5 insertions, 4 deletions
diff --git a/tooner_lighting.cginc b/tooner_lighting.cginc
index ad42fa9..6d70dbc 100644
--- a/tooner_lighting.cginc
+++ b/tooner_lighting.cginc
@@ -1276,6 +1276,7 @@ float4 effect(inout v2f i)
const float3 view_dir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos);
const float3 view_dir_c = normalize(i.centerCamPos - i.worldPos);
#define VIEW_DIR(center_eye_fix) (center_eye_fix == 1 ? view_dir_c : view_dir)
+#define CAM_POS(center_eye_fix) (center_eye_fix == 1 ? i.centerCamPos : _WorldSpaceCameraPos.xyz)
// Not necessarily normalized after interpolation.
i.normal = normalize(i.normal);
@@ -1740,7 +1741,7 @@ float4 effect(inout v2f i)
#if defined(_RIM_LIGHTING0_GLITTER)
float rl_glitter = get_glitter(
get_uv_by_channel(i, round(_Rim_Lighting0_Glitter_UV_Select)),
- i.worldPos, i.centerCamPos, normal,
+ i.worldPos, CAM_POS(_Rim_Lighting0_Center_Eye_Fix), normal,
_Rim_Lighting0_Glitter_Density,
_Rim_Lighting0_Glitter_Amount, _Rim_Lighting0_Glitter_Speed,
/*mask=*/1, /*angle=*/91, /*power=*/1);
@@ -1831,7 +1832,7 @@ float4 effect(inout v2f i)
#if defined(_RIM_LIGHTING1_GLITTER)
float rl_glitter = get_glitter(
get_uv_by_channel(i, round(_Rim_Lighting1_Glitter_UV_Select)),
- i.worldPos, i.centerCamPos, normal,
+ i.worldPos, CAM_POS(_Rim_Lighting1_Center_Eye_Fix), normal,
_Rim_Lighting1_Glitter_Density,
_Rim_Lighting1_Glitter_Amount, _Rim_Lighting1_Glitter_Speed,
/*mask=*/1, /*angle=*/91, /*power=*/1);
@@ -1922,7 +1923,7 @@ float4 effect(inout v2f i)
#if defined(_RIM_LIGHTING2_GLITTER)
float rl_glitter = get_glitter(
get_uv_by_channel(i, round(_Rim_Lighting2_Glitter_UV_Select)),
- i.worldPos, i.centerCamPos, normal,
+ i.worldPos, CAM_POS(_Rim_Lighting2_Center_Eye_Fix), normal,
_Rim_Lighting2_Glitter_Density,
_Rim_Lighting2_Glitter_Amount, _Rim_Lighting2_Glitter_Speed,
/*mask=*/1, /*angle=*/91, /*power=*/1);
@@ -2014,7 +2015,7 @@ float4 effect(inout v2f i)
#if defined(_RIM_LIGHTING3_GLITTER)
float rl_glitter = get_glitter(
get_uv_by_channel(i, round(_Rim_Lighting3_Glitter_UV_Select)),
- i.worldPos, i.centerCamPos, normal,
+ i.worldPos, CAM_POS(_Rim_Lighting3_Center_Eye_Fix), normal,
_Rim_Lighting3_Glitter_Density,
_Rim_Lighting3_Glitter_Amount, _Rim_Lighting3_Glitter_Speed,
/*mask=*/1, /*angle=*/91, /*power=*/1);