Purpose of implementations.
- Avoiding increasing draw-call.
这是手机游戏预览的真实预览。
#if USE_SECOND_DIRECTIONAL_LIGHT
half2 RoL = max(0, half2(dot(ReflectionVector, DirectionalLightDirection), dot(ReflectionVector, _WorldSpaceLightPos1.xyz)));
half2 PhongSpecular = PhongApprox(Roughness, RoL);
half3 Directional = (Shadow * NoL) * DirectionalLightColor * (DiffuseColor + SpecularColor * PhongSpecular.x);
half NoL2 = max(0, dot(normalWorld, _WorldSpaceLightPos1.xyz));
Directional += NoL2 * _LightColor1 * (DiffuseColor + SpecularColor * PhongSpecular.y);
#else
half3 halfDir = normalize(DirectionalLightDirection + s.viewdir);
half RoL = max(0, dot(ReflectionVector, DirectionalLightDirection));
half RoLDual = max(0, dot(ReflectionVector , -s.viewdir * halfDir));
half3 Directional = (Shadow * NoL) * DirectionalLightColor * (DiffuseColor + SpecularColor * (PhongApprox(Roughness,RoL)));
#if defined(USE_BACKLIGHT_SPECUAR)
Directional = (Shadow * NoL) * DirectionalLightColor * (DiffuseColor + SpecularColor * (PhongApprox(Roughness,RoL) + (PhongApprox(Roughness, RoLDual))));
#endif
#endif
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