From ee20c903b2828323adc0d2bdc02bd1ce8bdc26a6 Mon Sep 17 00:00:00 2001 From: Patedam Date: Sun, 9 Aug 2026 18:04:46 -0400 Subject: [PATCH] improved the shader of mesh renderer to make the global lighting better --- Assets/compiled/SolidColor.frag.dxil | Bin 5788 -> 5960 bytes Assets/source/SolidColor.frag.hlsl | 11 ++++++++--- 2 files changed, 8 insertions(+), 3 deletions(-) diff --git a/Assets/compiled/SolidColor.frag.dxil b/Assets/compiled/SolidColor.frag.dxil index 72ba1d98b2f287157281dd0ad4e09e6df496289b..c0d695a9a05df467585bf436e758b10a2aa46f2e 100644 GIT binary patch delta 1128 zcmY*YVQdp+82+xi-rc$~Zfn=xXxCmT)Um8^h3P;^({{~SvMz!WnL6UNMHoV)LnXy* zws-B;CKl+}SQcGOafwKjq|1IW{m~nZt%Pi=5}iV1ELDHFm~I-w{`uWjO}yli=l$M$ zpXbf<+&5t@?B3??c6C_Cs*lZF`U!oe=Yw16W1swj002DNsco;z<#(AhDIXb-w@iN~ zKZqUp*z*AIoO9OiZvJWp7{6_IcOUY4YXCS2C%%&bAk`QgCt=+N&s`napG`^t?oKx; zA7SA-*ixa-w@Pgtd~-=~_(<(ehx@VG%d1(_JuvFJeeL)wicxRlwa%OB6~{NVqinHO zZE+z*h6Mth2nWz#C#L^yXPMu=H~@=h&&;j1v*oYfT6y0L0w_%gbaSdbPT~vtS^WYs z_%=EJXAhJDW{d~}fupf^%4m?p%oq-<@{dk6X~wD{ku=5%0LBc7E&=hrj;kKwx zAnpDXpb2cKIdsl}pIx{_?Er+p+Z0B_eO?!;jHYB%iEkPeD<8AFV!Yv@sEdddu1{$! z6v6w#lI(`o#4J^E8qz$K+~ngGC(`(PG#+3!<=B={(Xiswr^JLPZFBGjgT;^NS(~4e zwkht4IXUNcqpE&=F;zH~TLKPJx%cS)s^%@MN)TmTc1v(=N*tL_hzOiMaVv{8v?MKI zG}|kXNsCgr*wMeDTMlqc?o^IL;IN@59d#0ziLx<(M5BbZL}${eE7gPjXPZm={2590 zg*_$Y=|fR6N$H^nVy@-_nTGpqD14d51E6NI8eu-9(aGv4*I_d1le!o4z&^U{x`$%}26IHDu1t;IDcV$IF8~ zkUUaXB?nF>vnFcBCbhFZ?L9E~WE@ef+N#vcfjhKOhpms3**xL0ThMajrU{81b0+FC zp;`Xu4JyIq9FkA1R|&lH#c=#xCSHsIs;f6vM4zI%LXoo)$IS; UzB;MhKnRuos_Ku3bnB$&A6ols2LJ#7 delta 953 zcmX@1H%C{>CBn(MK=YBe(UTQ6m%jG@6L>X|iIIVUVUE~Fsd!cvt~E!PC)crRZC=i5 z%Vv2|K7M|8}^$M0olv;9_7%18P{o#J~XJvjKGr0Qnt2aVO^k_Y`>; z80K%5<+;yR{|qQB%;K&Ck`@NyBRvcOfqbeCE{bOura0Z48Xd_sCGa5M6rYoPQ`|1{ ziKsa-in=w5_&mH|;KtCT&{4005aWQqv2qp zNPA$9galC9QG_ct!BI(GSm@`C2`AEzJYaAT;4um`V1B{pCd`yz;>h79%$5ih4h~?> z;&l^lg7HHVn6pI?$`0;Rv}0p)uF>IX`_Utz!@!Z&bkLZ)h{5)p0*f*mJ1`UsPCCi3 zq$D&l$)A?{8KH3ExQU0In82rvx|8}@+iKi+_!w9YHtc4#GibJx@a1TE*p?u6AYs}; zj;4z(iV}tn3<508YBC=b3|NCD3@t#seDPlj1(R(=W$IrjNf-tIg_yHtJQi}4C5i?m znkX{33AZGeBnr6khyYDKV8tHd(PdxI8U{4HL6Di1!O>vDB}dU|%pyq-MbB(#{xKtw z{iESwzDLQ2738Jae$Eg$aGb-*PL1V*q@e-Gx(>MjMTtHRu}8C0B{~w0I4}YOOQ&iD ztG8EuYwU&Ai!BTiz8NhSS=1$bD;flwK^9c}NEDY_UO6Z2$N^B$D%BlmJ<#M~r{?l$ zqvE7~L$TT%u_j<>fs>Dj&;x-phdK^|(u9qQA>Tp@1?VP+swVjaCbfT#5{5|9OsY*N(mqMzpnL-Y0BLO`3jhEB diff --git a/Assets/source/SolidColor.frag.hlsl b/Assets/source/SolidColor.frag.hlsl index e9ec3f6..a0cd73a 100644 --- a/Assets/source/SolidColor.frag.hlsl +++ b/Assets/source/SolidColor.frag.hlsl @@ -11,11 +11,13 @@ float4 main(Input input) : SV_Target0 { float3 normal = normalize(input.WorldNormal); - // Initial ambient component - float3 result = input.Color.rgb * GlobalLightColor * GlobalAmbientIntensity; + // Initial ambient component (Soft blue sky ambient) + float3 ambientColor = float3(0.6f, 0.7f, 0.9f); + float3 result = input.Color.rgb * ambientColor * GlobalAmbientIntensity; // Directional light contribution - float ndotl = max(dot(normal, -GlobalLightDirection), 0.0); + float3 sunDir = normalize(-GlobalLightDirection); + float ndotl = max(dot(normal, sunDir), 0.0); result += input.Color.rgb * GlobalLightColor * ndotl; // Point lights @@ -42,5 +44,8 @@ float4 main(Input input) : SV_Target0 } } + // Simple Gamma correction + result = pow(result, 1.0 / 2.2); + return float4(result, input.Color.a); }