提交 b244ee36 编写于 作者: S sunag

more readable - ndef STANDARD to def PHYSICAL

上级 f5110b23
......@@ -27,7 +27,7 @@ export default /* glsl */`
radiance += getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry.viewDir, geometry.normal, Material_BlinnShininessExponent( material ), maxMipLevel );
#ifndef STANDARD
#ifdef PHYSICAL
clearCoatRadiance += getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry.viewDir, geometry.clearCoatNormal, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );
......
......@@ -5,7 +5,7 @@ struct PhysicalMaterial {
float specularRoughness;
vec3 specularColor;
#ifndef STANDARD
#ifdef PHYSICAL
float clearCoat;
float clearCoatRoughness;
#endif
......@@ -76,7 +76,7 @@ void RE_Direct_Physical( const in IncidentLight directLight, const in GeometricC
#endif
#ifndef STANDARD
#ifdef PHYSICAL
float ccDotNL = saturate( dot( geometry.clearCoatNormal, directLight.direction ) );
......@@ -111,7 +111,7 @@ void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricCo
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) {
#ifndef STANDARD
#ifdef PHYSICAL
float ccDotNV = saturate( dot( geometry.clearCoatNormal, geometry.viewDir ) );
......
......@@ -7,7 +7,7 @@ uniform float roughness;
uniform float metalness;
uniform float opacity;
#ifndef STANDARD
#ifdef PHYSICAL
uniform float clearCoat;
uniform float clearCoatRoughness;
#endif
......
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