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Merge pull request #2540 from Santarh/matcapDefaultBehaviour
`matcapTexture` should be 0.0 when it doesn't exist.
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commit
c2a793cc1e
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@ -29,7 +29,7 @@ Shader "VRM10/MToon10"
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_EmissionMap ("emissiveTexture", 2D) = "white" {} // Unity specified name
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// Rim Lighting
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_MatcapColor ("mtoon.matcapFactor", Color) = (0, 0, 0, 1)
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_MatcapColor ("mtoon.matcapFactor", Color) = (1, 1, 1, 1)
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_MatcapTex ("mtoon.matcapTexture", 2D) = "black" {}
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_RimColor ("mtoon.parametricRimColorFactor", Color) = (0, 0, 0, 1)
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_RimFresnelPower ("mtoon.parametricRimFresnelPowerFactor", Range(0, 100)) = 5.0
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@ -118,7 +118,7 @@ inline half3 GetMToonLighting_Rim_Matcap(const MToonInput input)
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return _MatcapColor.rgb * MTOON_SAMPLE_TEXTURE2D(_MatcapTex, matcapUv).rgb;
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}
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return _MatcapColor.rgb;
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return 0;
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}
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inline half3 GetMToonLighting_Rim(const UnityLighting unityLight, const MToonInput input, const half shadow)
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@ -29,7 +29,7 @@ Shader "VRM10/Universal Render Pipeline/MToon10"
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_EmissionMap ("emissiveTexture", 2D) = "white" {} // Unity specified name
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// Rim Lighting
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_MatcapColor ("mtoon.matcapFactor", Color) = (0, 0, 0, 1)
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_MatcapColor ("mtoon.matcapFactor", Color) = (1, 1, 1, 1)
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_MatcapTex ("mtoon.matcapTexture", 2D) = "black" {}
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_RimColor ("mtoon.parametricRimColorFactor", Color) = (0, 0, 0, 1)
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_RimFresnelPower ("mtoon.parametricRimFresnelPowerFactor", Range(0, 100)) = 5.0
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