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-rwxr-xr-x3ner.cginc9
-rwxr-xr-x3ner.shader2
-rwxr-xr-xpbr.cginc1
3 files changed, 6 insertions, 6 deletions
diff --git a/3ner.cginc b/3ner.cginc
index 937cc3f..b3bbf45 100755
--- a/3ner.cginc
+++ b/3ner.cginc
@@ -287,13 +287,14 @@ void geom(triangle v2f tri_in[3],
}
//endex
-float4 frag(v2f i, uint facing : SV_IsFrontFace
- ) : SV_Target {
+float4 frag_shadow_caster(v2f i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
-#if defined(SHADOW_CASTER_PASS)
return 0;
-#endif
+}
+float4 frag(v2f i, uint facing : SV_IsFrontFace
+ ) : SV_Target {
+ UNITY_SETUP_INSTANCE_ID(i);
#if defined(_RAY_MARCHING)
const bool is_fragment = true;
ray_march(i, is_fragment);
diff --git a/3ner.shader b/3ner.shader
index af0d6bf..8d9167f 100755
--- a/3ner.shader
+++ b/3ner.shader
@@ -1278,7 +1278,7 @@ Shader "yum_food/3ner"
#pragma hull hull
#pragma domain domain
//endex
- #pragma fragment frag
+ #pragma fragment frag_shadow_caster
#define SHADOW_CASTER_PASS
diff --git a/pbr.cginc b/pbr.cginc
index 3e8d672..e0cf64f 100755
--- a/pbr.cginc
+++ b/pbr.cginc
@@ -41,7 +41,6 @@ float2 parallax_offset(float2 uv, float3 view_dir_world, float3x3 tbn) {
float prev_depth = cur_depth;
float prev_height = cur_height;
- [loop]
for (int i = 0; i < (int)step_count; i++) {
bool was_inside = cur_depth < cur_height;
if (was_inside != inside) break;