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RimLightの計算時にNaNが紛れ込む問題を修正
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@ -134,7 +134,7 @@ inline half3 GetMToonLighting_Rim_Matcap(const MToonInput input)
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inline half3 GetMToonLighting_Rim(const UnityLighting unityLight, const MToonInput input, const half shadow)
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{
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const half3 parametricRimFactor = pow(saturate(1.0 - dot(input.normalWS, input.viewDirWS) + _RimLift), _RimFresnelPower) * _RimColor.rgb;
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const half3 parametricRimFactor = pow(saturate(1.0 - dot(input.normalWS, input.viewDirWS) + _RimLift), max(_RimFresnelPower, EPS_COL)) * _RimColor.rgb;
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const half3 matcapFactor = GetMToonLighting_Rim_Matcap(input);
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const half3 directLightingFactor = unityLight.directLightColor * shadow;
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