|
@@ -75,7 +75,7 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
|
|
|
half4 albedo = texAlbedoAlpha * vertexColor;
|
|
|
|
|
|
BRDFData brdfData;
|
|
|
- half ignoredAlpha = 1; // ignore alpha, otherwise
|
|
|
+ half ignoredAlpha = 1; // ignore alpha, otherwise
|
|
|
InitializeBRDFData(albedo.rgb, metallic, specular, smoothness, ignoredAlpha, brdfData);
|
|
|
brdfData.specular *= albedo.a;
|
|
|
|
|
@@ -105,7 +105,7 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
|
|
|
finalColor += inputData.vertexLighting * brdfData.diffuse;
|
|
|
#endif
|
|
|
finalColor += emission;
|
|
|
- return prepareLitPixelForOutput(half4(finalColor, texAlbedoAlpha.a), vertexColor);
|
|
|
+ return prepareLitPixelForOutput(half4(finalColor, albedo.a), vertexColor);
|
|
|
}
|
|
|
|
|
|
#else // !SPECULAR
|
|
@@ -148,7 +148,7 @@ half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiff
|
|
|
diffuseLighting += emission;
|
|
|
//half3 finalColor = diffuseLighting * diffuse + emission;
|
|
|
half3 finalColor = diffuseLighting * diffuse.rgb;
|
|
|
- return prepareLitPixelForOutput(half4(finalColor, texDiffuseAlpha.a), vertexColor);
|
|
|
+ return prepareLitPixelForOutput(half4(finalColor, diffuse.a), vertexColor);
|
|
|
}
|
|
|
#endif // SPECULAR
|
|
|
|
|
@@ -168,7 +168,7 @@ VertexOutputLWRP ForwardPassVertexSprite(VertexInput input)
|
|
|
float backFaceSign = 1;
|
|
|
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
|
|
|
backFaceSign = calculateBackfacingSign(positionWS.xyz);
|
|
|
-#endif
|
|
|
+#endif
|
|
|
output.viewDirectionWS = GetCameraPositionWS() - positionWS;
|
|
|
|
|
|
#if defined(PER_PIXEL_LIGHTING)
|
|
@@ -219,7 +219,7 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input) : SV_Target
|
|
|
#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
|
|
|
inputData.shadowCoord = input.shadowCoord;
|
|
|
#endif
|
|
|
-
|
|
|
+
|
|
|
inputData.viewDirectionWS = input.viewDirectionWS;
|
|
|
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
|
|
|
|
@@ -239,7 +239,7 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input) : SV_Target
|
|
|
#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS)
|
|
|
inputData.positionWS = input.positionWS.rgb;
|
|
|
#endif
|
|
|
-
|
|
|
+
|
|
|
#if defined(SPECULAR)
|
|
|
half2 metallicGloss = getMetallicGloss(input.texcoord.xy);
|
|
|
half metallic = metallicGloss.x;
|
|
@@ -261,6 +261,7 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input) : SV_Target
|
|
|
|
|
|
COLORISE(pixel)
|
|
|
APPLY_FOG_LWRP(pixel, input.fogFactorAndVertexLight.x)
|
|
|
+
|
|
|
return pixel;
|
|
|
}
|
|
|
|