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Mar 28th, 2015
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  1. #ifndef UNITY_STANDARD_CONFIG_INCLUDED
  2. #define UNITY_STANDARD_CONFIG_INCLUDED
  3.  
  4. // Define Specular cubemap constants
  5. #define UNITY_SPECCUBE_LOD_EXPONENT (1.5)
  6. #define UNITY_SPECCUBE_LOD_STEPS (7) // TODO: proper fix for different cubemap resolution needed. My assumptions were actually wrong!
  7.  
  8. // Energy conservation for Specular workflow is Monochrome. For instance: Red metal will make diffuse Black not Cyan
  9. #define UNITY_CONSERVE_ENERGY 1
  10. #define UNITY_CONSERVE_ENERGY_MONOCHROME 1
  11.  
  12. // High end platforms support Box Projection and Blending
  13. #define UNITY_SPECCUBE_BOX_PROJECTION ( !defined(SHADER_API_MOBILE) && (SHADER_TARGET >= 30) )
  14. #define UNITY_SPECCUBE_BLENDING ( !defined(SHADER_API_MOBILE) && (SHADER_TARGET >= 30) )
  15.  
  16. #define UNITY_SAMPLE_FULL_SH_PER_PIXEL 0
  17.  
  18. #define UNITY_GLOSS_MATCHES_MARMOSET_TOOLBAG2 1
  19. #define UNITY_BRDF_GGX 0
  20.  
  21. // Orthnormalize Tangent Space basis per-pixel
  22. // Necessary to support high-quality normal-maps. Compatible with Maya and Marmoset.
  23. // However xNormal expects oldschool non-orthnormalized basis - essentially preventing good looking normal-maps :(
  24. // 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.
  25. //
  26. // Disabled by default, until xNormal has an option to bake proper normal-maps.
  27. #define UNITY_TANGENT_ORTHONORMALIZE 0
  28.  
  29. #endif // UNITY_STANDARD_CONFIG_INCLUDED
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