From 1f96ed7dd57831f0d4c817dacebb1ecd2dfcca9f Mon Sep 17 00:00:00 2001 From: yum Date: Mon, 17 Mar 2025 19:02:12 -0700 Subject: converting decals to static branching and add a shit ton of features and add 3 more slots, for a total of 4 --- 2ner.cginc | 19 ++++++++++--------- 1 file changed, 10 insertions(+), 9 deletions(-) (limited to '2ner.cginc') diff --git a/2ner.cginc b/2ner.cginc index 1382903..8a16018 100644 --- a/2ner.cginc +++ b/2ner.cginc @@ -24,28 +24,28 @@ v2f vert(appdata v) { return (v2f) (0.0/0.0); #endif #if defined(MASKED_STENCIL1_PASS) - float masked_stencil1_mask = _Masked_Stencil1_Mask.SampleLevel(linear_repeat_s, v.uv01, 0); + float masked_stencil1_mask = _Masked_Stencil1_Mask.SampleLevel(linear_repeat_s, v.uv0, 0); [branch] if (masked_stencil1_mask < 0.5) { return (v2f) (0.0/0.0); } #endif #if defined(MASKED_STENCIL2_PASS) - float masked_stencil2_mask = _Masked_Stencil2_Mask.SampleLevel(linear_repeat_s, v.uv01, 0); + float masked_stencil2_mask = _Masked_Stencil2_Mask.SampleLevel(linear_repeat_s, v.uv0, 0); [branch] if (masked_stencil2_mask < 0.5) { return (v2f) (0.0/0.0); } #endif #if defined(MASKED_STENCIL3_PASS) - float masked_stencil3_mask = _Masked_Stencil3_Mask.SampleLevel(linear_repeat_s, v.uv01, 0); + float masked_stencil3_mask = _Masked_Stencil3_Mask.SampleLevel(linear_repeat_s, v.uv0, 0); [branch] if (masked_stencil3_mask < 0.5) { return (v2f) (0.0/0.0); } #endif #if defined(MASKED_STENCIL4_PASS) - float masked_stencil4_mask = _Masked_Stencil4_Mask.SampleLevel(linear_repeat_s, v.uv01, 0); + float masked_stencil4_mask = _Masked_Stencil4_Mask.SampleLevel(linear_repeat_s, v.uv0, 0); [branch] if (masked_stencil4_mask < 0.5) { return (v2f) (0.0/0.0); @@ -68,7 +68,7 @@ v2f vert(appdata v) { return (v2f) (0.0/0.0); } #if defined(_OUTLINE_MASK) - float thickness = _Outline_Mask.SampleLevel(linear_repeat_s, v.uv01, 0); + float thickness = _Outline_Mask.SampleLevel(linear_repeat_s, v.uv0, 0); thickness = (_Outline_Mask_Invert == 0 ? thickness : 1 - thickness); #else float thickness = 1; @@ -122,7 +122,8 @@ v2f vert(appdata v) { o.pos = UnityObjectToClipPos(v.vertex); #endif - o.uv01 = v.uv01; + o.uv01.xy = v.uv0; + o.uv01.zw = v.uv1; o.worldPos = mul(unity_ObjectToWorld, v.vertex); o.objPos = v.vertex; o.eyeVec.xyz = normalize(o.worldPos - _WorldSpaceCameraPos); @@ -134,7 +135,7 @@ v2f vert(appdata v) { o.binormal = cross(o.normal, o.tangent) * v.tangent.w * unity_WorldTransformParams.w; - UNITY_TRANSFER_LIGHTING(o, v.uv1); + UNITY_TRANSFER_LIGHTING(o, v.uv0); UNITY_TRANSFER_FOG_COMBINED_WITH_EYE_VEC(o, o.pos); #if defined(SHADOW_CASTER_PASS) TRANSFER_SHADOW_CASTER_NORMALOFFSET(o); @@ -201,7 +202,7 @@ float4 frag(v2f i #if defined(FORWARD_BASE_PASS) || defined(FORWARD_ADD_PASS) applyMatcapsAndRimLighting(i, pbr, l); - pbr.albedo.rgb = max(0, pbr.albedo.rgb); + //pbr.albedo.rgb = max(0, pbr.albedo.rgb); l.diffuse = max(0, l.diffuse); l.specular = max(0, l.specular); #endif @@ -227,7 +228,7 @@ float4 frag(v2f i } #endif -#if defined(_EMISSION) || (defined(_GLITTER) && defined(FORWARD_BASE_PASS)) +#if defined(_EMISSION) || (defined(_GLITTER) && defined(FORWARD_BASE_PASS)) || defined(OUTLINE_PASS) lit.rgb += pbr.emission; #endif -- cgit v1.2.3