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https://github.com/vrm-c/UniVRM.git
synced 2026-05-14 22:50:08 -05:00
コンパイルが通る状態にまで持っていった
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@ -31,7 +31,11 @@ half4 MToonFragment(const FragmentInput fragmentInput) : SV_Target
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const float2 uv = GetMToonGeometry_Uv(input.uv);
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// Get LitColor with Alpha
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#ifdef MTOON_URP
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const half4 litColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv) * _Color;
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#else
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const half4 litColor = UNITY_SAMPLE_TEX2D(_MainTex, uv) * _Color;
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#endif
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// Alpha Test
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const half alpha = GetMToonGeometry_Alpha(litColor);
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@ -52,7 +56,12 @@ half4 MToonFragment(const FragmentInput fragmentInput) : SV_Target
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half4 col = GetMToonLighting(unityLighting, mtoonInput);
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// Apply Fog
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#ifdef MTOON_URP
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float fogCoord = input.fogFactorAndVertexLight.x;
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col.rgb = MixFog(col.rgb, fogCoord);
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#else
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UNITY_APPLY_FOG(fragmentInput.varyings.fogCoord, col);
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#endif
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return col;
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}
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@ -25,7 +25,11 @@ inline half GetMToonLighting_Reflectance_ShadingShift(const MToonInput input)
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{
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if (MToon_IsParameterMapOn())
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{
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#ifdef MTOON_URP
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return SAMPLE_TEXTURE2D(_ShadingShiftTex, sampler_ShadingShiftTex, input.uv).r * _ShadingShiftTexScale + _ShadingShiftFactor;
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#else
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return UNITY_SAMPLE_TEX2D(_ShadingShiftTex, input.uv).r * _ShadingShiftTexScale + _ShadingShiftFactor;
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#endif
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}
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else
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{
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@ -83,7 +87,11 @@ inline half GetMToonLighting_Shadow(const UnityLighting lighting, const half dot
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inline half3 GetMToonLighting_DirectLighting(const UnityLighting unityLight, const MToonInput input, const half shade, const half shadow)
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{
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#ifdef MTOON_URP
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const half3 shadeColor = SAMPLE_TEXTURE2D(_ShadeTex, sampler_ShadeTex, input.uv).rgb * _ShadeColor.rgb;
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#else
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const half3 shadeColor = UNITY_SAMPLE_TEX2D(_ShadeTex, input.uv).rgb * _ShadeColor.rgb;
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#endif
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const half3 albedo = lerp(shadeColor, input.litColor, shade);
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return albedo * unityLight.directLightColor * shadow;
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@ -107,7 +115,11 @@ inline half3 GetMToonLighting_Emissive(const MToonInput input)
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{
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if (MToon_IsEmissiveMapOn())
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{
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#ifdef MTOON_URP
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return SAMPLE_TEXTURE2D(_EmissionMap, sampler_EmissionMap, input.uv).rgb * _EmissionColor.rgb;
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#else
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return UNITY_SAMPLE_TEX2D(_EmissionMap, input.uv).rgb * _EmissionColor.rgb;
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#endif
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}
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else
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{
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@ -129,7 +141,12 @@ inline half3 GetMToonLighting_Rim_Matcap(const MToonInput input)
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const half3 matcapRightAxisWS = normalize(cross(input.viewDirWS, worldUpWS));
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const half3 matcapUpAxisWS = normalize(cross(matcapRightAxisWS, input.viewDirWS));
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const half2 matcapUv = float2(dot(matcapRightAxisWS, input.normalWS), dot(matcapUpAxisWS, input.normalWS)) * 0.5 + 0.5;
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#ifdef MTOON_URP
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return _MatcapColor.rgb * SAMPLE_TEXTURE2D(_MatcapTex, sampler_MatcapTex, matcapUv).rgb;
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#else
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return _MatcapColor.rgb * UNITY_SAMPLE_TEX2D(_MatcapTex, matcapUv).rgb;
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#endif
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}
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else
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{
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@ -157,7 +174,11 @@ inline half3 GetMToonLighting_Rim(const UnityLighting unityLight, const MToonInp
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if (MToon_IsRimMapOn())
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{
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#ifdef MTOON_URP
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return (matcapFactor + parametricRimFactor) * rimLightingFactor * SAMPLE_TEXTURE2D(_RimTex, sampler_RimTex, input.uv).rgb;
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#else
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return (matcapFactor + parametricRimFactor) * rimLightingFactor * UNITY_SAMPLE_TEX2D(_RimTex, input.uv).rgb;
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#endif
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}
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else
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{
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