From 24d1a84d2b18ee771585e22ec00fa190afde3df5 Mon Sep 17 00:00:00 2001 From: yum Date: Fri, 28 Jun 2024 17:16:03 -0700 Subject: Add quantization to rim lighting Good for artistic effect. --- tooner_lighting.cginc | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) (limited to 'tooner_lighting.cginc') diff --git a/tooner_lighting.cginc b/tooner_lighting.cginc index 7fbe4d1..1fddfca 100644 --- a/tooner_lighting.cginc +++ b/tooner_lighting.cginc @@ -325,7 +325,10 @@ float get_glitter(float2 uv, float3 worldPos, float3 normal, float density, float amount, float speed, float mask, float brightness, float angle, float power) { - precise float idensity = rcp(density); + // A regular divide here causes flickering. The leading guess is that NVIDIA + // hardware implements the divide instruction slightly differently on + // different cores. + precise float idensity = 1.0 / density; float glitter = rand2(floor(uv * density) * idensity); float thresh = 1 - amount / 100; @@ -772,6 +775,10 @@ float4 effect(inout v2f i) { float rl = abs(theta) / PI; // on [0, 1] rl = pow(2, -_Rim_Lighting0_Power * abs(rl - _Rim_Lighting0_Center)); + float q = _Rim_Lighting0_Quantization; + if (q > -1) { + rl = floor(rl * q) / q; + } float3 matcap = rl * _Rim_Lighting0_Color * _Rim_Lighting0_Strength; #if defined(_RIM_LIGHTING0_MASK) float4 matcap_mask_raw = _Rim_Lighting0_Mask.SampleGrad(linear_repeat_s, i.uv.xy, iddx, iddy); @@ -824,6 +831,10 @@ float4 effect(inout v2f i) { float rl = abs(theta) / PI; // on [0, 1] rl = pow(2, -_Rim_Lighting1_Power * abs(rl - _Rim_Lighting1_Center)); + float q = _Rim_Lighting1_Quantization; + if (q > 0) { + rl = floor(rl * q) / q; + } float3 matcap = rl * _Rim_Lighting1_Color * _Rim_Lighting1_Strength; #if defined(_RIM_LIGHTING1_MASK) float4 matcap_mask_raw = _Rim_Lighting1_Mask.SampleGrad(linear_repeat_s, i.uv.xy, iddx, iddy); -- cgit v1.2.3