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https://github.com/vrm-c/UniVRM.git
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Merge branch 'master' into feature/vrm0fastbone_use_springbonejobs
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commit
6e201b76a0
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@ -48,12 +48,23 @@ half4 MToonFragment(const FragmentInput fragmentInput) : SV_Target
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#if defined(MTOON_URP) && defined(_ADDITIONAL_LIGHTS) && !defined(MTOON_PASS_OUTLINE)
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uint pixelLightCount = GetAdditionalLightsCount();
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#if defined(USE_FORWARD_PLUS)
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InputData inputData = (InputData)0;
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.pos);
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inputData.positionWS = input.positionWS;
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LIGHT_LOOP_BEGIN(pixelLightCount)
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UnityLighting additionalUnityLighting = GetAdditionalUnityLighting(input, normalWS, lightIndex);
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col.rgb += GetMToonURPAdditionalLighting(additionalUnityLighting, mtoonInput).rgb;
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LIGHT_LOOP_END
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#else
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for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++lightIndex)
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{
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UnityLighting additionalUnityLighting = GetAdditionalUnityLighting(input, normalWS, lightIndex);
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col.rgb += GetMToonURPAdditionalLighting(additionalUnityLighting, mtoonInput).rgb;
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}
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#endif
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#endif
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// Apply Fog
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#ifdef MTOON_URP
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@ -112,6 +112,7 @@ Shader "VRM10/Universal Render Pipeline/MToon10"
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ _FORWARD_PLUS
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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