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msk
2022-01-22 20:13:49 -08:00
parent f9d23e5bcf
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file EyeOcclusion.cginc
/// @brief Eye Occlusion surface shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_LEGACY_SHADERS_DEFINITION_EYE_OCCLUSION_CGINC
#define ALLOY_LEGACY_SHADERS_DEFINITION_EYE_OCCLUSION_CGINC
#define A_AMBIENT_OCCLUSION_ON
#define A_EXPANDED_MATERIAL_MAPS
#include "Assets/Alloy/Shaders/Framework/Lighting.cginc"
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
void aPreLighting(
inout ASurface s)
{
aStandardPreLighting(s);
s.opacity *= 1.0h - s.specularOcclusion;
}
half3 aDirectLighting(
ADirect d,
ASurface s)
{
return d.color * (d.shadow * d.NdotL * s.ambientOcclusion) * s.albedo;
}
half3 aIndirectLighting(
AIndirect i,
ASurface s)
{
return i.diffuse * s.ambientOcclusion * s.albedo;
}
void aSurfaceShader(
inout ASurface s)
{
aDissolve(s);
half4 base = aBase(s);
s.baseColor = base.rgb;
s.opacity = base.a;
s.ambientOcclusion = aLerpOneTo(tex2D(_AoMap, s.baseUv).g, _Occlusion);
}
#endif // ALLOY_LEGACY_SHADERS_DEFINITION_EYE_OCCLUSION_CGINC