SHARE
TWEET

Untitled

a guest Oct 9th, 2019 69 Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. in diffuse_sun.hlsl
  2.  
  3. #ifndef GLASS_MATERIAL
  4.     res.a = diffuseColor.a * MeltFactor.x;
  5. #else
  6.     float specularMax = saturate(max(max(specular.r, specular.g), specular.b));
  7.     if(transparencyFlag == TRANSPARENCY_ADD){
  8.         res.a = saturate(diffuseColor.a + specularMax) * MeltFactor.x * max(SUM_BLEND_SHADOW_COEF_ALPHA, shadow);
  9.         res.a *= 0.20+pow(clamp(1-sunDir.y, 0.1, 1),3)*0.15;
  10.         res.rgb *= max(SUM_BLEND_SHADOW_COEF, shadow);
  11.     }else{
  12.         //float shadowedAlpha = specularMax * lerp(max(BLEND_SHADOW_COEF, shadow), 1.0, BLEND_SHADOW_SPLIT_COEF);
  13.         //res.a = saturate(diffuseColor.a + shadowedAlpha) * MeltFactor.x;
  14.         //res.a = lerp(res.a, res.a * 0.25, smoothstep(0.0, 0.3, -sunDir.y));
  15.         res.a = diffuseColor.a * MeltFactor.x;
  16.         res.rgb *= lerp(max(BLEND_SHADOW_COEF, shadow), 1.0, 1.0 - BLEND_SHADOW_SPLIT_COEF);
  17.     }
  18. #endif
  19.  
  20. and
  21.  
  22. //res += calcScratches(input, shadow);
RAW Paste Data
We use cookies for various purposes including analytics. By continuing to use Pastebin, you agree to our use of cookies as described in the Cookies Policy. OK, I Understand
Not a member of Pastebin yet?
Sign Up, it unlocks many cool features!
 
Top