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forgot to do for some. (#344)
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com.unity.toonshader/Runtime/HDRP/Shaders/DoubleShadeWithFeatherMainLight.hlsl

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -106,7 +106,7 @@ float3 UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, float3
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float Set_BaseColorAlpha = _BaseColorVisible;
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#endif //#ifdef UTS_LAYER_VISIBILITY
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//v.2.0.5
109-
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_MainTex,TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st);
109+
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_MainTex,TRANSFORM_TEX(Set_UV0, _MainTex)), _MainTex_var, _Use_BaseAs1st);
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float3 Set_1st_ShadeColor = lerp((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb), ((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_1st_Shade);
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#ifdef _IS_CLIPPING_MATTE
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if (_ClippingMatteMode == 2)
@@ -125,7 +125,7 @@ float3 UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, float3
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float Set_1st_ShadeAlpha = _FirstShadeVisible;
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#endif //#ifdef UTS_LAYER_VISIBILITY
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//v.2.0.5
128-
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, sampler_MainTex,TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)), _1st_ShadeMap_var, _Use_1stAs2nd);
128+
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, sampler_MainTex,TRANSFORM_TEX(Set_UV0, _MainTex)), _1st_ShadeMap_var, _Use_1stAs2nd);
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float3 Set_2nd_ShadeColor = lerp((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb), ((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_2nd_Shade);
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float _HalfLambert_var = 0.5 * dot(lerp(i_normalDir, utsData.normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5;
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float4 _Set_2nd_ShadePosition_var = tex2D(_Set_2nd_ShadePosition, TRANSFORM_TEX(Set_UV0, _Set_2nd_ShadePosition));

com.unity.toonshader/Runtime/Legacy/Shaders/UCTS_ShadingGradeMap.cginc

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -346,7 +346,7 @@ struct VertexOutput {
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//
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float3 Set_BaseColor = lerp( (_MainTex_var.rgb*_BaseColor.rgb*_LightIntensity), ((_MainTex_var.rgb*_BaseColor.rgb)*Set_LightColor), _Is_LightColor_Base );
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//v.2.0.5
349-
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)),_MainTex_var,_Use_BaseAs1st);
349+
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex)),_MainTex_var,_Use_BaseAs1st);
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float3 _Is_LightColor_1st_Shade_var = lerp( (_1st_ShadeMap_var.rgb*_1st_ShadeColor.rgb*_LightIntensity), ((_1st_ShadeMap_var.rgb*_1st_ShadeColor.rgb)*Set_LightColor), _Is_LightColor_1st_Shade );
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float _HalfLambert_var = 0.5*dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToBase ),lightDirection)+0.5; // Half Lambert
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//v.2.0.6
@@ -358,7 +358,7 @@ struct VertexOutput {
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float Set_FinalShadowMask = saturate((1.0 + ( (Set_ShadingGrade - (_1st_ShadeColor_Step-_1st_ShadeColor_Feather)) * (0.0 - 1.0) ) / (_1st_ShadeColor_Step - (_1st_ShadeColor_Step-_1st_ShadeColor_Feather)))); // Base and 1st Shade Mask
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float3 _BaseColor_var = lerp(Set_BaseColor,_Is_LightColor_1st_Shade_var,Set_FinalShadowMask);
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//v.2.0.5
361-
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)),_1st_ShadeMap_var,_Use_1stAs2nd);
361+
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex)),_1st_ShadeMap_var,_Use_1stAs2nd);
362362
float Set_ShadeShadowMask = saturate((1.0 + ( (Set_ShadingGrade - (_2nd_ShadeColor_Step-_2nd_ShadeColor_Feather)) * (0.0 - 1.0) ) / (_2nd_ShadeColor_Step - (_2nd_ShadeColor_Step-_2nd_ShadeColor_Feather)))); // 1st and 2nd Shades Mask
363363
//Composition: 3 Basic Colors as finalColor
364364
float3 finalColor = lerp(_BaseColor_var,lerp(_Is_LightColor_1st_Shade_var,lerp( (_2nd_ShadeMap_var.rgb*_2nd_ShadeColor.rgb*_LightIntensity), ((_2nd_ShadeMap_var.rgb*_2nd_ShadeColor.rgb)*Set_LightColor), _Is_LightColor_2nd_Shade ),Set_ShadeShadowMask),Set_FinalShadowMask);

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