From bf4457b96cd46ed2d3d61bde2eb4d58d3114730b Mon Sep 17 00:00:00 2001 From: yum Date: Sat, 13 Jul 2024 01:49:03 -0700 Subject: Integrate metallic eye shader --- pbr.cginc | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'pbr.cginc') diff --git a/pbr.cginc b/pbr.cginc index b6375cc..ca3fdb5 100644 --- a/pbr.cginc +++ b/pbr.cginc @@ -186,18 +186,18 @@ float4 getLitColor( float3 view_dir = normalize(_WorldSpaceCameraPos - worldPos); uint normals_mode = round(_Mesh_Normals_Mode); - bool flat = (normals_mode == 0); float3 flat_normal = normalize( (1.0 / _Flatten_Mesh_Normals_Str) * normal + _Flatten_Mesh_Normals_Str * view_dir); float3 spherical_normal = normalize(UnityObjectToWorldNormal(normalize(i.objPos))); - normal = lerp(spherical_normal, flat_normal, flat); + normal = lerp(normal, flat_normal, normals_mode == 0); + normal = lerp(normal, spherical_normal, normals_mode == 1); UnityIndirect indirect_light = CreateIndirectLight(vertexLightColor, view_dir, normal, smoothness, worldPos, ao, uv); UnityLight direct_light = CreateDirectLight(normal, ao, i); - if (flat) { + if (normals_mode == 0 || normals_mode == 2) { float e = 0.8; indirect_light.diffuse += direct_light.color * e; direct_light.color *= (1 - e); -- cgit v1.2.3