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35 lines
1.9 KiB
35 lines
1.9 KiB
$Material.SubsurfaceScattering: #define _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1
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$Material.Transmission: #define _MATERIAL_FEATURE_TRANSMISSION 1
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$Material.Anisotropy: #define _MATERIAL_FEATURE_ANISOTROPY 1
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$Material.Iridescence: #define _MATERIAL_FEATURE_IRIDESCENCE 1
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$Material.SpecularColor: #define _MATERIAL_FEATURE_SPECULAR_COLOR 1
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$Material.ClearCoat: #define _MATERIAL_FEATURE_CLEAR_COAT
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$AmbientOcclusion: #define _AMBIENT_OCCLUSION 1
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$SpecularOcclusionFromAO: #define _SPECULAR_OCCLUSION_FROM_AO 1
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$SpecularOcclusionFromAOBentNormal: #define _SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
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$SpecularOcclusionCustom: #define _SPECULAR_OCCLUSION_CUSTOM 1
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$Specular.EnergyConserving: #define _ENERGY_CONSERVING_SPECULAR 1
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$Specular.AA: #define _ENABLE_GEOMETRIC_SPECULAR_AA 1
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$RefractionBox: #define _REFRACTION_PLANE 1
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$RefractionSphere: #define _REFRACTION_SPHERE 1
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$RefractionThin: #define _REFRACTION_THIN 1
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#if _MATERIAL_FEATURE_COLORED_TRANSMISSION
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// Colored Transmission doesn't support clear coat
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#undef _MATERIAL_FEATURE_CLEAR_COAT
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#endif
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// If we use subsurface scattering, enable output split lighting (for forward pass)
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#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
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#define OUTPUT_SPLIT_LIGHTING
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#endif
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// This shader support recursive rendering for raytracing
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#define HAVE_RECURSIVE_RENDERING
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// In Path Tracing, For all single-sided, refractive materials, we want to force a thin refraction model
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#if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
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#undef _REFRACTION_PLANE
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#undef _REFRACTION_SPHERE
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#define _REFRACTION_THIN
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#endif
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