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- #ifndef UNITY_STANDARD_CONFIG_INCLUDED
- #define UNITY_STANDARD_CONFIG_INCLUDED
- // Define Specular cubemap constants
- #define UNITY_SPECCUBE_LOD_EXPONENT (1.5)
- #define UNITY_SPECCUBE_LOD_STEPS (7) // TODO: proper fix for different cubemap resolution needed. My assumptions were actually wrong!
- // Energy conservation for Specular workflow is Monochrome. For instance: Red metal will make diffuse Black not Cyan
- #define UNITY_CONSERVE_ENERGY 1
- #define UNITY_CONSERVE_ENERGY_MONOCHROME 1
- // High end platforms support Box Projection and Blending
- #define UNITY_SPECCUBE_BOX_PROJECTION ( !defined(SHADER_API_MOBILE) && (SHADER_TARGET >= 30) )
- #define UNITY_SPECCUBE_BLENDING ( !defined(SHADER_API_MOBILE) && (SHADER_TARGET >= 30) )
- #define UNITY_SAMPLE_FULL_SH_PER_PIXEL 0
- #define UNITY_GLOSS_MATCHES_MARMOSET_TOOLBAG2 1
- #define UNITY_BRDF_GGX 0
- // Orthnormalize Tangent Space basis per-pixel
- // Necessary to support high-quality normal-maps. Compatible with Maya and Marmoset.
- // However xNormal expects oldschool non-orthnormalized basis - essentially preventing good looking normal-maps :(
- // Due to the fact that xNormal is probably _the most used tool to bake out normal-maps today_ we have to stick to old ways for now.
- //
- // Disabled by default, until xNormal has an option to bake proper normal-maps.
- #define UNITY_TANGENT_ORTHONORMALIZE 0
- #endif // UNITY_STANDARD_CONFIG_INCLUDED
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