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@@ -120,6 +120,7 @@
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#endif
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#endif
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#if defined(ENABLE_PBRLightingUtils_computeDirectLight) || defined(ENABLE_PBRLightingUtils_computeDirectLightContribution)
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#if defined(ENABLE_PBRLightingUtils_computeDirectLight) || defined(ENABLE_PBRLightingUtils_computeDirectLightContribution)
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+
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// Specular-AA
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// Specular-AA
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#ifdef SPECULAR_AA_SCREEN_SPACE_VARIANCE
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#ifdef SPECULAR_AA_SCREEN_SPACE_VARIANCE
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uniform float m_SpecularAASigma;
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uniform float m_SpecularAASigma;
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@@ -137,7 +138,7 @@
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#endif
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#endif
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#ifdef STATIC_SUN_EXPOSURE
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#ifdef STATIC_SUN_EXPOSURE
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uniform float m_StaticSunIntensity;
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uniform float m_StaticSunIntensity;
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- #endif
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+ #endif
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void PBRLightingUtils_readSunLightExposureParams(inout PBRSurface surface){
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void PBRLightingUtils_readSunLightExposureParams(inout PBRSurface surface){
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@@ -146,7 +147,7 @@
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surface.exposure *= texture2D(m_SunLightExposureMap, newTexCoord;
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surface.exposure *= texture2D(m_SunLightExposureMap, newTexCoord;
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#endif
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#endif
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#ifdef STATIC_SUN_EXPOSURE
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#ifdef STATIC_SUN_EXPOSURE
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- surface.exposure *= m_StaticSunExposure; //single float value to indicate percentage of sunlight hitting the whole model equally (only suitable for small models or models with equal sunlight exposure accross the entire model
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+ surface.exposure *= m_StaticSunIntensity; //single float value to indicate percentage of sunlight hitting the model (only suitable for small models or models with equal sunlight exposure accross the entire model
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#endif
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#endif
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#ifdef USE_VERTEX_COLORS_AS_SUN_EXPOSURE
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#ifdef USE_VERTEX_COLORS_AS_SUN_EXPOSURE
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surface.exposure *= vertColors.r; // use red channel of vertexColors for non-uniform sunlighting accross a single model
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surface.exposure *= vertColors.r; // use red channel of vertexColors for non-uniform sunlighting accross a single model
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