31 lines
990 B
HLSL
31 lines
990 B
HLSL
#ifndef URPSAMPLECUSTOM_INCLUDED
|
|
#define URPSAMPLECUSTOM_INCLUDED
|
|
|
|
void AdditionalLightSSS_float(float3 worldPos, float3 worldNormal, float2 screenSpaceUV, out float3 contribution)
|
|
{
|
|
contribution = float3(0,0,0);
|
|
|
|
#if defined(_ADDITIONAL_LIGHTS)
|
|
uint pixelLightCount = GetAdditionalLightsCount();
|
|
|
|
//Forward+ light loop needs this inputdata
|
|
InputData inputData = (InputData) 0;
|
|
inputData.positionWS = worldPos;
|
|
inputData.normalizedScreenSpaceUV = screenSpaceUV;
|
|
|
|
LIGHT_LOOP_BEGIN(pixelLightCount)
|
|
Light light = GetAdditionalLight(lightIndex, worldPos, half4(0,0,0,0));
|
|
float NdotL = saturate(dot(-worldNormal, normalize(light.direction)));
|
|
|
|
contribution += saturate(NdotL * light.shadowAttenuation * light.distanceAttenuation * 2 * light.color);
|
|
LIGHT_LOOP_END
|
|
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
void ChannelSelect_float( float4 i, float channel, out float o)
|
|
{
|
|
int i_channel = (int) clamp(channel, 0, 3.1);
|
|
o = i[i_channel];
|
|
} |