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chor: URP版シェーダーに ApplicationSpaceWarp対応を追加
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@ -249,6 +249,7 @@ namespace VRM10.MToon10.Editor
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EditorGUILayout.LabelField("DstBlend", ((BlendMode)props[MToon10Prop.UnityDstBlend].floatValue).ToString());
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EditorGUILayout.LabelField("ZWrite", ((UnityZWriteMode)props[MToon10Prop.UnityZWrite].floatValue).ToString());
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EditorGUILayout.LabelField("AlphaToMask", ((UnityAlphaToMaskMode)props[MToon10Prop.UnityAlphaToMask].floatValue).ToString());
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EditorGUILayout.LabelField("XR Motion Vectors Pass (Space Warp)", (props[MToon10Prop.MotionVector].floatValue) > 0.5f ? "Enabled" : "Disabled");
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EditorGUILayout.LabelField("Enabled Keywords", string.Join("\n", mat.shaderKeywords), EditorStyles.textArea);
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}
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}
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@ -56,6 +56,9 @@
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UnityDstBlend,
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UnityZWrite,
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UnityAlphaToMask,
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// Motion Vector
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MotionVector,
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// for Editor
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EditorEditMode,
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@ -53,6 +53,8 @@ namespace VRM10.MToon10
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[MToon10Prop.UnityZWrite] = "_M_ZWrite",
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[MToon10Prop.UnityAlphaToMask] = "_M_AlphaToMask",
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[MToon10Prop.MotionVector] = "_XRMotionVectorsPass",
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[MToon10Prop.EditorEditMode] = "_M_EditMode",
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};
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@ -57,11 +57,14 @@ Shader "VRM10/Universal Render Pipeline/MToon10"
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_M_ZWrite ("_ZWrite", Float) = 1.0
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_M_AlphaToMask ("_AlphaToMask", Float) = 0.0
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// Motion Vector
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_XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1.0
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// etc
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_M_DebugMode ("_DebugMode", Float) = 0.0
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// for Editor
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_M_EditMode ("_EditMode", Float) = 0.0
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_M_EditMode ("_EditMode", Float) = 0.0
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}
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// Shader Model 3.0
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@ -81,6 +84,32 @@ Shader "VRM10/Universal Render Pipeline/MToon10"
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"IgnoreProjector" = "True"
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}
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Pass
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{
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Name "XRMotionVectors"
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Tags { "LightMode" = "XRMotionVectors" }
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ColorMask RGBA
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// Stencil write for obj motion pixels
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Stencil
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{
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WriteMask 1
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Ref 1
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Comp Always
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Pass Replace
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}
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HLSLPROGRAM
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#pragma shader_feature_local _ALPHATEST_ON
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY
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#define APPLICATION_SPACE_WARP_MOTION 1
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
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ENDHLSL
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}
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// Universal Forward Pass
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Pass
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{
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