Purpose of implementations.
- Avoiding increasing draw-call.

#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
카테고리:shader