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https://github.com/vrm-c/UniVRM.git
synced 2026-08-26 04:39:51 -05:00
MTOON_LIGHT_DESCRIPTIONから不要な変数定義を削除
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@@ -43,8 +43,6 @@ Varyings MToonVertex(const Attributes v) // v is UnityCG macro specified name.
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#endif
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#ifdef MTOON_URP
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VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
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OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUV);
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OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
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@@ -53,6 +51,7 @@ Varyings MToonVertex(const Attributes v) // v is UnityCG macro specified name.
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output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
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output.shadowCoord = GetShadowCoord(vertexInput);
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#endif
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@@ -59,12 +59,18 @@
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#define MTOON_SHADOW_COORD float4(0, 0, 0, 0)
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#endif
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#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
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#define MTOON_SAMPLE_SHADOWMASK(uv) SAMPLE_TEXTURE2D_LIGHTMAP(SHADOWMASK_NAME, SHADOWMASK_SAMPLER_NAME, uv SHADOWMASK_SAMPLE_EXTRA_ARGS)
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#elif !defined (LIGHTMAP_ON)
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#define MTOON_SAMPLE_SHADOWMASK(uv) unity_ProbesOcclusion
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#else
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#define MTOON_SAMPLE_SHADOWMASK(uv) half4(1, 1, 1, 1)
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#endif
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#define MTOON_LIGHT_DESCRIPTION(input, atten, lightDir, lightColor) \
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half4 shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV); \
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Light mainLight = GetMainLight(MTOON_SHADOW_COORD, input.positionWS, shadowMask); \
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const half3 lightDir = mainLight.direction; \
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const half3 lightColor = mainLight.color.rgb; \
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const float atten = mainLight.shadowAttenuation;
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const half3 lightDir = _MainLightPosition.xyz; \
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const half3 lightColor = _MainLightColor.rgb; \
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const float atten = MainLightShadow(MTOON_SHADOW_COORD, input.positionWS, MTOON_SAMPLE_SHADOWMASK(input.lightmapUV), _MainLightOcclusionProbes);
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#else
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