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Original file line number Diff line number Diff line change
Expand Up @@ -367,46 +367,45 @@ void frag(VertexOutput i, out float4 finalRGBA : SV_Target0
#ifdef _LIGHT_LAYERS
, meshRenderingLayers
#endif
);

float3 lightDirection = additionalLight.direction;
//v.2.0.5:
float3 addPassLightColor = (0.5 * dot(lerp(i.normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) +
0.5) * additionalLightColor.rgb;
float pureIntencity = max(0.001,
(0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b));
float3 lightColor = max(float3(0.0, 0.0, 0.0), lerp(addPassLightColor,
lerp(float3(0.0, 0.0, 0.0), min(addPassLightColor, addPassLightColor / pureIntencity), notDirectional),
_Is_Filter_LightColor));

//v.2.0.5: If Added lights is directional, set 0 as _LightIntensity
float _LightIntensity = lerp(0,
(0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b),
notDirectional);

float lightIntensity = _LightIntensity;
float tweakShadows = 1.0 + _Tweak_SystemShadowsLevel;
float baseColorStep = saturate(_BaseColor_Step + _StepOffset);
float shadeColorStep = saturate(_ShadeColor_Step + _StepOffset);
float specularBlendModeLerp = 1;
float filterHighlightInForwardAdd = _Is_Filter_HiCutPointLightColor;
float3 finalColor = float3(0,0,0);
float unused = 0;
ToonShading(
firstShadePosTex, secondShadePosTex, highlightTex.rgb,
highlightMaskTex.rgb,lightColor.rgb, lightIntensity, tweakShadows,
baseAlbedo.rgb, firstShadeAlbedo.rgb, secondShadeAlbedo.rgb,
baseColorStep, shadeColorStep,
i.normalDir, normalDirection,lightDirection.xyz,viewDirection.xyz,
specularBlendModeLerp, filterHighlightInForwardAdd,
finalColor, unused);


finalColor = SATURATE_IF_SDR(finalColor);

pointLightColor += finalColor;
}
}
);

float3 lightDirection = additionalLight.direction;
//v.2.0.5:
float3 addPassLightColor = (0.5 * dot(lerp(i.normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) +
0.5) * additionalLightColor.rgb;
float pureIntencity = max(0.001,
(0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b));
float3 lightColor = max(float3(0.0, 0.0, 0.0), lerp(addPassLightColor,
lerp(float3(0.0, 0.0, 0.0), min(addPassLightColor, addPassLightColor / pureIntencity), notDirectional),
_Is_Filter_LightColor));

//v.2.0.5: If Added lights is directional, set 0 as _LightIntensity
float _LightIntensity = lerp(0,
(0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b),
notDirectional);

float lightIntensity = _LightIntensity;
float tweakShadows = 1.0 + _Tweak_SystemShadowsLevel;
float baseColorStep = saturate(_BaseColor_Step + _StepOffset);
float shadeColorStep = saturate(_ShadeColor_Step + _StepOffset);
float specularBlendModeLerp = 1;
float filterHighlightInForwardAdd = _Is_Filter_HiCutPointLightColor;
float3 finalColor = float3(0,0,0);
float unused = 0;
ToonShading(
firstShadePosTex, secondShadePosTex, highlightTex.rgb,
highlightMaskTex.rgb,lightColor.rgb, lightIntensity, tweakShadows,
baseAlbedo.rgb, firstShadeAlbedo.rgb, secondShadeAlbedo.rgb,
baseColorStep, shadeColorStep,
i.normalDir, normalDirection,lightDirection.xyz,viewDirection.xyz,
specularBlendModeLerp, filterHighlightInForwardAdd,
finalColor, unused);

finalColor = SATURATE_IF_SDR(finalColor);

pointLightColor += finalColor;
}
}
#endif // USE_FORWARD_PLUS

// determine main light inorder to apply light culling
Expand All @@ -430,48 +429,47 @@ void frag(VertexOutput i, out float4 finalRGBA : SV_Target0
half3 additionalLightColor = GetLightColor(
additionalLight
#ifdef _LIGHT_LAYERS
, meshRenderingLayers
, meshRenderingLayers
#endif
);

float3 lightDirection = additionalLight.direction;
//v.2.0.5:
float3 addPassLightColor = (0.5 * dot(lerp(i.normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) +
0.5) * additionalLightColor.rgb;
float pureIntencity = max(0.001,
(0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b));
float3 lightColor = max(float3(0.0, 0.0, 0.0), lerp(addPassLightColor,
lerp(float3(0.0, 0.0, 0.0), min(addPassLightColor, addPassLightColor / pureIntencity), notDirectional),
_Is_Filter_LightColor));

//v.2.0.5: If Added lights is directional, set 0 as _LightIntensity
float _LightIntensity = lerp(0,
(0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b),
notDirectional);

float lightIntensity = _LightIntensity;
float tweakShadows = 1.0 + _Tweak_SystemShadowsLevel;
float baseColorStep = saturate(_BaseColor_Step + _StepOffset);
float shadeColorStep = saturate(_ShadeColor_Step + _StepOffset);
float specularBlendModeLerp = 1;
float filterHighlightInForwardAdd = _Is_Filter_HiCutPointLightColor;
float3 finalColor = float3(0,0,0);
float unused = 0;
ToonShading(
firstShadePosTex, secondShadePosTex, highlightTex.rgb,
highlightMaskTex.rgb,lightColor.rgb, lightIntensity, tweakShadows,
baseAlbedo.rgb, firstShadeAlbedo.rgb, secondShadeAlbedo.rgb,
baseColorStep, shadeColorStep,
i.normalDir, normalDirection,lightDirection.xyz,viewDirection.xyz,
specularBlendModeLerp, filterHighlightInForwardAdd,
finalColor, unused);

);

float3 lightDirection = additionalLight.direction;
//v.2.0.5:
float3 addPassLightColor = (0.5 * dot(lerp(i.normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) +
0.5) * additionalLightColor.rgb;
float pureIntencity = max(0.001,
(0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b));
float3 lightColor = max(float3(0.0, 0.0, 0.0), lerp(addPassLightColor,
lerp(float3(0.0, 0.0, 0.0), min(addPassLightColor, addPassLightColor / pureIntencity), notDirectional),
_Is_Filter_LightColor));

//v.2.0.5: If Added lights is directional, set 0 as _LightIntensity
float _LightIntensity = lerp(0,
(0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b),
notDirectional);
float lightIntensity = _LightIntensity;
float tweakShadows = 1.0 + _Tweak_SystemShadowsLevel;
float baseColorStep = saturate(_BaseColor_Step + _StepOffset);
float shadeColorStep = saturate(_ShadeColor_Step + _StepOffset);
float specularBlendModeLerp = 1;
float filterHighlightInForwardAdd = _Is_Filter_HiCutPointLightColor;
float3 finalColor = float3(0,0,0);
float unused = 0;
ToonShading(
firstShadePosTex, secondShadePosTex, highlightTex.rgb,
highlightMaskTex.rgb,lightColor.rgb, lightIntensity, tweakShadows,
baseAlbedo.rgb, firstShadeAlbedo.rgb, secondShadeAlbedo.rgb,
baseColorStep, shadeColorStep,
i.normalDir, normalDirection,lightDirection.xyz,viewDirection.xyz,
specularBlendModeLerp, filterHighlightInForwardAdd,
finalColor, unused);

finalColor = SATURATE_IF_SDR(finalColor);
finalColor = SATURATE_IF_SDR(finalColor);

pointLightColor += finalColor;
// pointLightColor += lightColor;
}
pointLightColor += finalColor;
}
UTS_LIGHT_LOOP_END

#endif
Expand Down