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Fixed whitespace.
1 parent f8b2d43 commit 5a4d8fc

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2 files changed

+11
-11
lines changed

2 files changed

+11
-11
lines changed

Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Editor/BaseLitUI.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -25,7 +25,7 @@ protected static class Styles
2525

2626
public static GUIContent smoothnessMapChannelText = new GUIContent("Smoothness Source", "Smoothness texture and channel");
2727
public static GUIContent UVBaseMappingText = new GUIContent("UV set for Base", "");
28-
public static GUIContent texWorldScaleText = new GUIContent("Tiling", "Tiling factor applied to Planar/Trilinear mapping");
28+
public static GUIContent texWorldScaleText = new GUIContent("Tiling", "Tiling factor applied to Planar/Trilinear mapping");
2929
public static GUIContent UVBaseDetailMappingText = new GUIContent("UV set for Base and Detail", "");
3030
public static GUIContent normalMapSpaceText = new GUIContent("Normal/Tangent Map space", "");
3131
public static GUIContent heightMapModeText = new GUIContent("Height Map Mode", "");

Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitSurfaceData.hlsl

Lines changed: 10 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -15,27 +15,27 @@ void ADD_IDX(ComputeLayerTexCoord)(FragInput input, bool isTriplanar, inout Laye
1515
ADD_IDX(_UVDetailsMappingMask).y * input.texCoord1 +
1616
ADD_IDX(_UVDetailsMappingMask).z * input.texCoord3 +
1717
// Note that if base is planar, detail map is planar
18-
ADD_IDX(_UVMappingMask).w * -position.xz;
18+
ADD_IDX(_UVMappingMask).w * -position.xz;
1919

2020
ADD_IDX(layerTexCoord.details).uv = TRANSFORM_TEX(uvDetails, ADD_IDX(_DetailMap));
2121

2222
// triplanar
2323
ADD_IDX(layerTexCoord.base).isTriplanar = isTriplanar;
2424

25-
float3 direction = sign(input.tangentToWorld[2].xyz);
25+
float3 direction = sign(input.tangentToWorld[2].xyz);
2626

27-
// In triplanar, if we are facing away from the world axis, a different axis will be flipped for each direction.
28-
// This is particularly problematic for tangent space normal maps which need to be in the right direction.
29-
// So we multiplying the offending coordinate by the sign of the normal.
30-
ADD_IDX(layerTexCoord.base).uvYZ = float2(direction.x * position.z, position.y);
27+
// In triplanar, if we are facing away from the world axis, a different axis will be flipped for each direction.
28+
// This is particularly problematic for tangent space normal maps which need to be in the right direction.
29+
// So we multiplying the offending coordinate by the sign of the normal.
30+
ADD_IDX(layerTexCoord.base).uvYZ = float2(direction.x * position.z, position.y);
3131
ADD_IDX(layerTexCoord.base).uvZX = -float2(position.x, direction.y * position.z);
3232
ADD_IDX(layerTexCoord.base).uvXY = float2(-position.x, direction.z * position.y);
3333

3434
ADD_IDX(layerTexCoord.details).isTriplanar = isTriplanar;
3535

36-
ADD_IDX(layerTexCoord.details).uvYZ = TRANSFORM_TEX(ADD_IDX(layerTexCoord.base).uvYZ, ADD_IDX(_DetailMap));
37-
ADD_IDX(layerTexCoord.details).uvZX = TRANSFORM_TEX(ADD_IDX(layerTexCoord.base).uvZX, ADD_IDX(_DetailMap));
38-
ADD_IDX(layerTexCoord.details).uvXY = TRANSFORM_TEX(ADD_IDX(layerTexCoord.base).uvXY, ADD_IDX(_DetailMap));
36+
ADD_IDX(layerTexCoord.details).uvYZ = TRANSFORM_TEX(ADD_IDX(layerTexCoord.base).uvYZ, ADD_IDX(_DetailMap));
37+
ADD_IDX(layerTexCoord.details).uvZX = TRANSFORM_TEX(ADD_IDX(layerTexCoord.base).uvZX, ADD_IDX(_DetailMap));
38+
ADD_IDX(layerTexCoord.details).uvXY = TRANSFORM_TEX(ADD_IDX(layerTexCoord.base).uvXY, ADD_IDX(_DetailMap));
3939
}
4040

4141
void ADD_IDX(ApplyDisplacement)(inout FragInput input, inout LayerTexCoord layerTexCoord)
@@ -161,7 +161,7 @@ float ADD_IDX(GetSurfaceData)(FragInput input, LayerTexCoord layerTexCoord, out
161161
#else
162162
surfaceData.perceptualSmoothness = 1.0;
163163
#endif
164-
surfaceData.perceptualSmoothness *= ADD_IDX(_Smoothness);
164+
surfaceData.perceptualSmoothness *= ADD_IDX(_Smoothness);
165165
#ifdef _DETAIL_MAP
166166
surfaceData.perceptualSmoothness *= LerpWhiteTo(2.0 * saturate(detailSmoothness * ADD_IDX(_DetailSmoothnessScale)), detailMask);
167167
#endif

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