diff options
| author | yum <yum.food.vr@gmail.com> | 2025-11-11 18:38:53 -0800 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2025-11-11 18:38:53 -0800 |
| commit | 3e9d00aaf3bdaa23ee5f762c85273de70c993fe5 (patch) | |
| tree | 9be3e82061d09891eace78e6c03e862e7538f576 | |
| parent | c64b900801c963e5be3abb6f5c0ed3ff849e73d5 (diff) | |
minor bugfixes
| -rw-r--r-- | 3ner.cginc | 2 | ||||
| -rw-r--r-- | 3ner.shader | 3 | ||||
| -rw-r--r-- | lighting.cginc | 2 |
3 files changed, 4 insertions, 3 deletions
@@ -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); |
