Add : 아이시아 퍼포먼스 비디오 파일 추가
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@ -68,3 +68,4 @@
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*.asset filter=lfs diff=lfs merge=lfs -text
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*.vrm filter=lfs diff=lfs merge=lfs -text
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*.bytes filter=lfs diff=lfs merge=lfs -text
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*.skp filter=lfs diff=lfs merge=lfs -text
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@ -17,8 +17,10 @@ namespace UnityEditor.Rendering.Universal.ShaderGUI
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//=======================================================================
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private LitSplatGUI.LitProperties litSplatProperties;
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private LitScreenSpaceOutlineGUI.LitProperties litScreenSpaceOutlineProperties;
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private LitBillboardGUI.LitProperties litBillboardProperties;
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private SavedBool m_SplatInputsFolder;
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private SavedBool m_ScreenSpaceOutlineInputsFolder;
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private SavedBool m_BillboardInputsFolder;
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//=======================================================================
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// NiloToon added (to support URP 12):
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@ -31,6 +33,7 @@ namespace UnityEditor.Rendering.Universal.ShaderGUI
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//=======================================================================
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materialScopesList.RegisterHeaderScope(LitSplatGUI.Styles.splatInputs, Expandable.Details, _ => LitSplatGUI.DoSplatArea(litSplatProperties, materialEditor));
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materialScopesList.RegisterHeaderScope(LitScreenSpaceOutlineGUI.Styles.outlineInputs, Expandable.Details, _ => LitScreenSpaceOutlineGUI.DoScreenSpaceOutlineArea(litScreenSpaceOutlineProperties, materialEditor));
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materialScopesList.RegisterHeaderScope(LitBillboardGUI.Styles.billboardInputs, Expandable.Details, _ => LitBillboardGUI.DoBillboardArea(litBillboardProperties, materialEditor));
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//=======================================================================
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}
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//=======================================================================
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@ -46,6 +49,7 @@ namespace UnityEditor.Rendering.Universal.ShaderGUI
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//=======================================================================
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litSplatProperties = new LitSplatGUI.LitProperties(properties);
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litScreenSpaceOutlineProperties = new LitScreenSpaceOutlineGUI.LitProperties(properties);
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litBillboardProperties = new LitBillboardGUI.LitProperties(properties);
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//=======================================================================
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}
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@ -533,6 +537,98 @@ namespace UnityEditor.Rendering.Universal.ShaderGUI
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*/
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}
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}
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internal class LitBillboardGUI
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{
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public static class Styles
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{
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public static readonly GUIContent billboardInputs = new GUIContent("Billboard Inputs",
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"These settings let you enable billboard effect on the object.");
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public static readonly GUIContent billboardEnable = new GUIContent("Enable Billboard",
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"Enable or disable the billboard effect that makes the object always face the camera.");
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public static readonly GUIContent unlitMode = new GUIContent("Unlit Mode",
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"When enabled, the material ignores all lighting and uses only the base color.");
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public static readonly GUIContent brightnessMultiplier = new GUIContent("Brightness Multiplier",
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"Controls the overall brightness of the material. Values above 1 make it brighter, below 1 make it darker.");
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public static readonly GUIContent billboardCullMode = new GUIContent("Billboard Cull Mode",
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"Controls which faces to render. Off = Both sides, Back = Front faces only, Front = Back faces only.");
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public static readonly string[] cullModeNames = { "Off (Both Sides)", "Front", "Back" };
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}
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public struct LitProperties
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{
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public MaterialProperty billboardEnable;
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public MaterialProperty unlitMode;
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public MaterialProperty brightnessMultiplier;
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public MaterialProperty billboardCullMode;
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public LitProperties(MaterialProperty[] properties)
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{
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billboardEnable = BaseShaderGUI.FindProperty("_BillboardEnable", properties, false);
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unlitMode = BaseShaderGUI.FindProperty("_UnlitMode", properties, false);
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brightnessMultiplier = BaseShaderGUI.FindProperty("_BrightnessMultiplier", properties, false);
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billboardCullMode = BaseShaderGUI.FindProperty("_BillboardCullMode", properties, false);
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}
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}
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public static void DoBillboardArea(LitProperties properties, MaterialEditor materialEditor)
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{
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// Toggle for billboard enable/disable
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if (properties.billboardEnable != null)
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{
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EditorGUI.BeginChangeCheck();
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EditorGUI.showMixedValue = properties.billboardEnable.hasMixedValue;
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bool enabled = EditorGUILayout.Toggle(Styles.billboardEnable, properties.billboardEnable.floatValue > 0.5f);
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if (EditorGUI.EndChangeCheck())
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properties.billboardEnable.floatValue = enabled ? 1.0f : 0.0f;
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EditorGUI.showMixedValue = false;
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}
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// Toggle for unlit mode
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if (properties.unlitMode != null)
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{
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EditorGUI.BeginChangeCheck();
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EditorGUI.showMixedValue = properties.unlitMode.hasMixedValue;
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bool unlitEnabled = EditorGUILayout.Toggle(Styles.unlitMode, properties.unlitMode.floatValue > 0.5f);
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if (EditorGUI.EndChangeCheck())
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properties.unlitMode.floatValue = unlitEnabled ? 1.0f : 0.0f;
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EditorGUI.showMixedValue = false;
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}
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// Brightness multiplier slider
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if (properties.brightnessMultiplier != null)
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{
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materialEditor.ShaderProperty(properties.brightnessMultiplier, Styles.brightnessMultiplier);
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}
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// Billboard cull mode dropdown
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if (properties.billboardCullMode != null)
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{
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EditorGUI.BeginChangeCheck();
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int cullMode = (int)properties.billboardCullMode.floatValue;
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cullMode = EditorGUILayout.Popup(Styles.billboardCullMode, cullMode, Styles.cullModeNames);
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if (EditorGUI.EndChangeCheck())
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{
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properties.billboardCullMode.floatValue = cullMode;
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// Update the main Cull property
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foreach (Material mat in materialEditor.targets)
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{
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mat.SetInt("_Cull", cullMode);
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}
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}
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}
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}
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public static void SetMaterialKeywords(Material material)
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{
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// Currently no keywords needed for billboard functionality
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}
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}
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//=====================================================================================================================================
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// direct copy from URP10.5.1's LitDetailGUI.cs (no edit)
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@ -114,6 +114,22 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Environment"
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_ScreenSpaceOutlineIntensity("_ScreenSpaceOutlineIntensity", Range(0,1)) = 1
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[HDR]_ScreenSpaceOutlineColor("_ScreenSpaceOutlineColor", Color) = (1,1,1,1)
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_ScreenSpaceOutlineWidth("_ScreenSpaceOutlineWidth", Float) = 1
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////////////////////////////////////////////////////////////////////
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// Billboard
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////////////////////////////////////////////////////////////////////
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[ToggleUI] _BillboardEnable("Enable Billboard", Float) = 0.0
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////////////////////////////////////////////////////////////////////
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// Brightness Control
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////////////////////////////////////////////////////////////////////
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[ToggleUI] _UnlitMode("Unlit Mode", Float) = 0.0
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_BrightnessMultiplier("Brightness Multiplier", Range(0.0, 5.0)) = 1.0
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////////////////////////////////////////////////////////////////////
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// Billboard Cull Mode
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////////////////////////////////////////////////////////////////////
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[Enum(UnityEngine.Rendering.CullMode)] _BillboardCullMode("Billboard Cull Mode", Float) = 0
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//==========================================================================
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// Blending state
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@ -26,6 +26,27 @@
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// sampler2D _YourLocalTexture;
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// float _YourLocalUniform; // will break SRP batching, because it is not inside CBUFFER_START(UnityPerMaterial)
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// Billboard transformation functions (Y-axis constrained)
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float3x3 CreateYAxisBillboardMatrix(float3 objectWorldPos)
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{
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// Calculate distance vector from object to camera
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float3 dist = _WorldSpaceCameraPos - objectWorldPos;
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// Calculate rotation angle around Y-axis only (cylindrical billboard)
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float angle = atan2(dist.x, dist.z);
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// Create Y-axis rotation matrix
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float cosinus = cos(angle);
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float sinus = sin(angle);
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float3x3 rotMatrix;
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rotMatrix[0] = float3(cosinus, 0, sinus); // Right vector
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rotMatrix[1] = float3(0, 1, 0); // Up vector (Y-axis fixed)
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rotMatrix[2] = float3(-sinus, 0, cosinus); // Forward vector
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return rotMatrix;
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}
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void ApplyCustomUserLogicToVertexAttributeAtVertexShaderStart(inout Attributes attribute)
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{
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// edit vertex Attributes by your custom logic here
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@ -36,6 +57,25 @@ void ApplyCustomUserLogicToVertexAttributeAtVertexShaderStart(inout Attributes a
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// - (Object Space) Tangent
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//attribute.positionOS *= 0.5; // example code, make environment mesh smaller
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// Billboard transformation (Y-axis constrained)
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if (_BillboardEnable > 0.5)
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{
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// Get object's world position (pivot point)
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float3 objectWorldPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)).xyz;
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// Create Y-axis constrained billboard rotation matrix
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float3x3 billboardMatrix = CreateYAxisBillboardMatrix(objectWorldPos);
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// Apply billboard rotation to vertex position
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attribute.positionOS.xyz = mul(billboardMatrix, attribute.positionOS.xyz);
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// Transform normal to face the camera (Y-axis constrained)
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attribute.normalOS = mul(billboardMatrix, attribute.normalOS);
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// Transform tangent (Y-axis constrained)
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attribute.tangentOS.xyz = mul(billboardMatrix, attribute.tangentOS.xyz);
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}
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}
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void ApplyCustomUserLogicToVertexShaderOutputAtVertexShaderEnd(inout Varyings output, Attributes attribute)
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@ -505,7 +505,19 @@ void LitPassFragment(
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inputData.bakedGI = lerp(inputData.bakedGI, _NiloToonGlobalEnviGIOverride.rgb, _NiloToonGlobalEnviGIOverride.a);
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//==========================================================================================================================================================
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half4 color = UniversalFragmentPBR(inputData, surfaceData);
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half4 color;
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//[NiloToon] add: Unlit mode check
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if(_UnlitMode > 0.5)
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{
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// Unlit mode: just use albedo with brightness multiplier
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color = half4(surfaceData.albedo * _BrightnessMultiplier, surfaceData.alpha);
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}
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else
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{
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// Normal lit mode
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color = UniversalFragmentPBR(inputData, surfaceData);
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}
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//[NiloToon] add:
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//==========================================================================================================================================================
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@ -614,6 +626,12 @@ void LitPassFragment(
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color.a = OutputAlpha(color.a, _Surface);
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#endif
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//[NiloToon] add: Brightness control for lit mode only
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if(_UnlitMode <= 0.5)
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{
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color.rgb *= _BrightnessMultiplier;
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}
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outColor = color;
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#ifdef _WRITE_RENDERING_LAYERS
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@ -85,6 +85,22 @@ float _ScreenSpaceOutlineIntensity;
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half3 _ScreenSpaceOutlineColor;
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float _ScreenSpaceOutlineWidth;
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///////////////////////////////
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// Billboard
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///////////////////////////////
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float _BillboardEnable;
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///////////////////////////////
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// Brightness Control
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///////////////////////////////
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float _UnlitMode;
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half _BrightnessMultiplier;
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///////////////////////////////
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// Billboard Cull Mode
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///////////////////////////////
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float _BillboardCullMode;
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//========================================
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CBUFFER_END
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