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authoryum <yum.food.vr@gmail.com>2025-11-11 18:38:53 -0800
committeryum <yum.food.vr@gmail.com>2025-11-11 18:38:53 -0800
commit3e9d00aaf3bdaa23ee5f762c85273de70c993fe5 (patch)
tree9be3e82061d09891eace78e6c03e862e7538f576
parentc64b900801c963e5be3abb6f5c0ed3ff849e73d5 (diff)
minor bugfixes
-rw-r--r--3ner.cginc2
-rw-r--r--3ner.shader3
-rw-r--r--lighting.cginc2
3 files changed, 4 insertions, 3 deletions
diff --git a/3ner.cginc b/3ner.cginc
index 83c89ff..ca21ac3 100644
--- a/3ner.cginc
+++ b/3ner.cginc
@@ -228,7 +228,7 @@ void geom(triangle v2f tri_in[3],
#else
float3 n = (v0.normal + v1.normal + v2.normal) * 0.333f;
#endif
- float height = center_offset(v0.uv0);
+ float height = center_offset(v0.uv01.xy);
v0.objPos += n * height;
v1.objPos += n * height;
v2.objPos += n * height;
diff --git a/3ner.shader b/3ner.shader
index 80d582e..609bac2 100644
--- a/3ner.shader
+++ b/3ner.shader
@@ -247,6 +247,7 @@ Shader "yum_food/3ner"
//endex
[HideInInspector] m_end_Vertex_Deformation("Vertex Deformation", Float) = 0
+ //endex
//ifex _UV_Scroll_Enabled==0
[HideInInspector] m_start_UV_Scroll("UV Scroll", Float) = 0
@@ -331,7 +332,7 @@ Shader "yum_food/3ner"
[DoNotAnimate][Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("RGB Source Blend", Int) = 1
[DoNotAnimate][Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("RGB Destination Blend", Int) = 0
[DoNotAnimate][Space][ThryHeaderLabel(Additive Blending, 13)]
- [DoNotAnimate][Enum(Thry.BlendOp)]_AddBlendOp ("RGB Blend Op", Int) = 4
+ [DoNotAnimate][Enum(Thry.BlendOp)]_AddBlendOp ("RGB Blend Op", Int) = 0
[DoNotAnimate][Enum(UnityEngine.Rendering.BlendMode)] _AddSrcBlend ("RGB Source Blend", Int) = 1
[DoNotAnimate][Enum(UnityEngine.Rendering.BlendMode)] _AddDstBlend ("RGB Destination Blend", Int) = 1
[DoNotAnimate][HideInInspector] m_start_alphaBlending ("Advanced Alpha Blending", Float) = 0
diff --git a/lighting.cginc b/lighting.cginc
index 5f66b80..d6ca4de 100644
--- a/lighting.cginc
+++ b/lighting.cginc
@@ -185,7 +185,7 @@ void GetLighting(v2f i, Pbr pbr, out LightData data) {
data.direct.double_LoV = saturate(2.0f * direct_LoV * direct_LoV - 1.0f);
float4 lightColorIntensity = getDirectLightColorIntensity();
- data.direct.color = lightColorIntensity.rgb * lightColorIntensity.w;
+ data.direct.color = lightColorIntensity.rgb * lightColorIntensity.w * getShadowAttenuation(i);
// Indirect lighting
float3 reflect_dir = -reflect(data.common.V, pbr.normal);