警告を潰す

This commit is contained in:
notargs 2023-04-26 14:57:22 +09:00
parent 613b2c7a62
commit d7e9d92d05
4 changed files with 10 additions and 10 deletions

View File

@ -29,7 +29,7 @@ Varyings MToonVertex(const Attributes v) // v is UnityCG macro specified name.
{
const VertexPositionInfo position = MToon_GetOutlineVertex(v.vertex.xyz, normalize(v.normalOS), output.uv);
output.pos = position.positionCS;
output.positionWS = position.positionWS;
output.positionWS = position.positionWS.xyz;
#ifdef MTOON_URP
output.normalWS = TransformObjectToWorldNormal(-v.normalOS);
@ -41,7 +41,7 @@ Varyings MToonVertex(const Attributes v) // v is UnityCG macro specified name.
{
const VertexPositionInfo position = MToon_GetVertex(v.vertex.xyz);
output.pos = position.positionCS;
output.positionWS = position.positionWS;
output.positionWS = position.positionWS.xyz;
#ifdef MTOON_URP
output.normalWS = TransformObjectToWorldNormal(v.normalOS);

View File

@ -22,7 +22,7 @@ inline half MToon_GetOutlineVertex_OutlineWidth(const float2 uv)
{
if (MToon_IsParameterMapOn())
{
return _OutlineWidth * UNITY_SAMPLE_TEX2D_LOD(_OutlineWidthTex, uv, 0);
return _OutlineWidth * UNITY_SAMPLE_TEX2D_LOD(_OutlineWidthTex, uv, 0).x;
}
else
{
@ -68,7 +68,7 @@ inline VertexPositionInfo MToon_GetOutlineVertex(const float3 positionOS, const
output.positionWS = float4(positionWS + normalWS * outlineWidth, 1);
#ifdef MTOON_URP
output.positionCS = TransformWorldToHClip(output.positionWS);
output.positionCS = TransformWorldToHClip(output.positionWS.xyz);
#else
output.positionCS = UnityWorldToClipPos(output.positionWS);
#endif
@ -117,7 +117,7 @@ inline VertexPositionInfo MToon_GetOutlineVertex(const float3 positionOS, const
output.positionWS = mul(unity_ObjectToWorld, float4(positionOS * 0.001, 1));
#ifdef MTOON_URP
output.positionCS = TransformWorldToHClip(output.positionWS);
output.positionCS = TransformWorldToHClip(output.positionWS.xyz);
#else
output.positionCS = UnityWorldToClipPos(output.positionWS);
#endif
@ -132,7 +132,7 @@ inline VertexPositionInfo MToon_GetVertex(const float3 positionOS)
output.positionWS = mul(unity_ObjectToWorld, float4(positionOS, 1));
#ifdef MTOON_URP
output.positionCS = TransformWorldToHClip(output.positionWS);
output.positionCS = TransformWorldToHClip(output.positionWS.xyz);
#else
output.positionCS = UnityWorldToClipPos(output.positionWS);
#endif

View File

@ -56,7 +56,7 @@ inline half GetMToonLighting_Shade(const UnityLighting lighting, const MToonInpu
if (MToon_IsForwardBasePass())
{
const half shadeInput = lerp(-1, 1, mtoon_linearstep(-1, 1, dotNL));
return mtoon_linearstep(-1.0 + shadeToony, +1.0 - shadeToony, shadeInput + shadeShift) * lighting.directLightAttenuation;
return mtoon_linearstep(-1.0 + shadeToony, +1.0 - shadeToony, shadeInput + shadeShift) * lighting.directLightAttenuation.x;
}
else
{
@ -69,7 +69,7 @@ inline half GetMToonLighting_Shadow(const UnityLighting lighting, const half dot
{
if (MToon_IsPbrCorrectOn())
{
return lighting.directLightAttenuation * step(0, dotNL);
return lighting.directLightAttenuation.x * step(0, dotNL);
}
if (MToon_IsForwardBasePass())
@ -81,7 +81,7 @@ inline half GetMToonLighting_Shadow(const UnityLighting lighting, const half dot
// heuristic term for weak lights.
// 0.5: heuristic.
// min(0, dotNL) + 1: darken if (dotNL < 0) by using half lambert.
return lighting.directLightAttenuation * 0.5 * (min(0, dotNL) + 1);
return lighting.directLightAttenuation.x * 0.5 * (min(0, dotNL) + 1);
}
}

View File

@ -34,7 +34,7 @@ UnityLighting GetUnityLighting(const Varyings input, const half3 normalWS)
float4 shadowCoord = float4(0, 0, 0, 0);
#endif
float shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV);
half4 shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV);
Light mainLight = GetMainLight(shadowCoord, input.positionWS, shadowMask);
const half3 lightDir = mainLight.direction;