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@@ -5,7 +5,7 @@ struct PhysicalMaterial {
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float specularRoughness;
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vec3 specularColor;
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- #ifndef STANDARD
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+ #ifdef PHYSICAL
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float clearCoat;
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float clearCoatRoughness;
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#endif
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@@ -76,7 +76,7 @@ void RE_Direct_Physical( const in IncidentLight directLight, const in GeometricC
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#endif
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- #ifndef STANDARD
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+ #ifdef PHYSICAL
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float ccDotNL = saturate( dot( geometry.clearCoatNormal, directLight.direction ) );
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@@ -111,7 +111,7 @@ void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricCo
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void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {
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- #ifndef STANDARD
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+ #ifdef PHYSICAL
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float ccDotNV = saturate( dot( geometry.clearCoatNormal, geometry.viewDir ) );
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