Merge branch 'master' into feature/vrm0fastbone_use_springbonejobs

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ousttrue 2024-09-05 18:29:40 +09:00 committed by GitHub
commit 6e201b76a0
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2 changed files with 12 additions and 0 deletions

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@ -48,12 +48,23 @@ half4 MToonFragment(const FragmentInput fragmentInput) : SV_Target
#if defined(MTOON_URP) && defined(_ADDITIONAL_LIGHTS) && !defined(MTOON_PASS_OUTLINE)
uint pixelLightCount = GetAdditionalLightsCount();
#if defined(USE_FORWARD_PLUS)
InputData inputData = (InputData)0;
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.pos);
inputData.positionWS = input.positionWS;
LIGHT_LOOP_BEGIN(pixelLightCount)
UnityLighting additionalUnityLighting = GetAdditionalUnityLighting(input, normalWS, lightIndex);
col.rgb += GetMToonURPAdditionalLighting(additionalUnityLighting, mtoonInput).rgb;
LIGHT_LOOP_END
#else
for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++lightIndex)
{
UnityLighting additionalUnityLighting = GetAdditionalUnityLighting(input, normalWS, lightIndex);
col.rgb += GetMToonURPAdditionalLighting(additionalUnityLighting, mtoonInput).rgb;
}
#endif
#endif
// Apply Fog
#ifdef MTOON_URP

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@ -112,6 +112,7 @@ Shader "VRM10/Universal Render Pipeline/MToon10"
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _FORWARD_PLUS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING