34 lines
1.0 KiB
HLSL
34 lines
1.0 KiB
HLSL
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void PseudoSubsurface_half (half3 WorldPosition, half3 WorldNormal, half SSRadius, half ShadowResponse, out half3 ssAmount)
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{
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#ifdef SHADERGRAPH_PREVIEW
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half3 color = half3(0,0,0);
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half atten = 1;
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half3 dir = half3 (0.707, 0, 0.707);
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#else
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#if defined(UNIVERSAL_PIPELINE_CORE_INCLUDED)
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half4 shadowCoord = TransformWorldToShadowCoord(WorldPosition);
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Light mainLight = GetMainLight(shadowCoord);
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half3 color = mainLight.color;
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half atten = mainLight.shadowAttenuation;
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half3 dir = mainLight.direction;
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#else
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half3 color = half3(0, 0, 0);
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half atten = 1;
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half3 dir = half3 (0.707, 0, 0.707);
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#endif
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#endif
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half NdotL = dot(WorldNormal, -1 * dir);
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half alpha = SSRadius;
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half theta_m = acos(-alpha); // boundary of the lighting function
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half theta = max(0, NdotL + alpha) - alpha;
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half normalizer = (2 + alpha) / (2 * (1 + alpha));
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half wrapped = (pow(abs((theta + alpha) / (1 + alpha)), 1 + alpha)) * normalizer;
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half shadow = lerp (1, atten, ShadowResponse);
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ssAmount = abs(color * shadow * wrapped);
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}
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