Fix : 화이트 호라이즌 그림자 생성 업데이트
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Assets/Resources/Settings/BackgroundSceneDatabase.asset
(Stored with Git LFS)
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Assets/Resources/Settings/BackgroundSceneDatabase.asset
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Assets/Resources/Settings/PropDatabase.asset
(Stored with Git LFS)
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Assets/Resources/Settings/PropDatabase.asset
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@ -11,7 +11,8 @@ Material:
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m_Shader: {fileID: 4800000, guid: 6dd2533ed522d7547ad0fc9dd62febd0, type: 3}
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m_Shader: {fileID: 4800000, guid: 6dd2533ed522d7547ad0fc9dd62febd0, type: 3}
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m_Parent: {fileID: 0}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords: []
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m_ValidKeywords:
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- _RECEIVE_NILOTOON_CHAR_SHADOW
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m_InvalidKeywords: []
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m_InvalidKeywords: []
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m_LightmapFlags: 4
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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m_EnableInstancingVariants: 0
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@ -111,11 +112,13 @@ Material:
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- _Glossiness: 0
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- _Glossiness: 0
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- _GlossyReflections: 0
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- _GlossyReflections: 0
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- _Metallic: 0
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- _Metallic: 0
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- _NiloToonCharShadowStrength: 0.5
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- _OcclusionStrength: 1
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- _OcclusionStrength: 1
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- _Parallax: 0.005
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- _Parallax: 0.005
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- _QueueControl: 0
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- _QueueControl: 0
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- _QueueOffset: -13
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- _QueueOffset: -13
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- _Radius: 0.084
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- _Radius: 0.084
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- _ReceiveNiloToonCharShadow: 1
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- _ReceiveShadows: 1
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- _ReceiveShadows: 1
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- _SampleGI: 0
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- _SampleGI: 0
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- _ScreenSpaceOutlineIntensity: 1
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- _ScreenSpaceOutlineIntensity: 1
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@ -30,6 +30,10 @@ Shader "Mingle/Floor/White Horizon"
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_ScreenSpaceOutlineIntensity("Screen Space Outline Intensity", Range(0,1)) = 1
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_ScreenSpaceOutlineIntensity("Screen Space Outline Intensity", Range(0,1)) = 1
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[HDR]_ScreenSpaceOutlineColor("Screen Space Outline Color", Color) = (1,1,1,1)
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[HDR]_ScreenSpaceOutlineColor("Screen Space Outline Color", Color) = (1,1,1,1)
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_ScreenSpaceOutlineWidth("Screen Space Outline Width", Float) = 1
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_ScreenSpaceOutlineWidth("Screen Space Outline Width", Float) = 1
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// NiloToon Character Self Shadow Receiver (off by default to keep parity with original ASE template)
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[Toggle(_RECEIVE_NILOTOON_CHAR_SHADOW)] _ReceiveNiloToonCharShadow("Receive NiloToon Char Shadow", Float) = 0
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_NiloToonCharShadowStrength(" Shadow Strength", Range(0, 1)) = 1.0
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}
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}
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SubShader
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SubShader
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@ -75,7 +79,7 @@ Shader "Mingle/Floor/White Horizon"
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#pragma multi_compile_instancing
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#pragma multi_compile_instancing
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#define ASE_VERSION 19904
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#define ASE_VERSION 19904
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#define ASE_SRP_VERSION 170200
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#define ASE_SRP_VERSION -1
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#pragma target 2.0
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#pragma target 2.0
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@ -102,6 +106,10 @@ Shader "Mingle/Floor/White Horizon"
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#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
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#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
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#pragma shader_feature_local_fragment _SPECULAR_SETUP
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#pragma shader_feature_local_fragment _SPECULAR_SETUP
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// NiloToon Character Self Shadow keywords
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#pragma shader_feature_local_fragment _RECEIVE_NILOTOON_CHAR_SHADOW
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#pragma multi_compile_fragment _ _NILOTOON_RECEIVE_SELF_SHADOW
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// -------------------------------------
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// -------------------------------------
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// Universal Pipeline keywords
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// Universal Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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@ -216,6 +224,8 @@ Shader "Mingle/Floor/White Horizon"
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half3 _ScreenSpaceOutlineColor;
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half3 _ScreenSpaceOutlineColor;
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float _ScreenSpaceOutlineWidth;
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float _ScreenSpaceOutlineWidth;
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float _Surface;
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float _Surface;
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// NiloToon Character Self Shadow per-material strength
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float _NiloToonCharShadowStrength;
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/*ase_srp_batcher*/
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/*ase_srp_batcher*/
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CBUFFER_END
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CBUFFER_END
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@ -235,6 +245,56 @@ Shader "Mingle/Floor/White Horizon"
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half3 _GlobalScreenSpaceOutlineTintColorForEnvi;
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half3 _GlobalScreenSpaceOutlineTintColorForEnvi;
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float _CurrentCameraFOV;
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float _CurrentCameraFOV;
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// NiloToon Character Self Shadow uniforms + sampling function
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// (mirrors NiloToonEnvironment_LitForwardPass.hlsl. Both keywords required:
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// _RECEIVE_NILOTOON_CHAR_SHADOW = per-material toggle, _NILOTOON_RECEIVE_SELF_SHADOW = global runtime keyword set by C# pass.)
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#if defined(_RECEIVE_NILOTOON_CHAR_SHADOW) && defined(_NILOTOON_RECEIVE_SELF_SHADOW)
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TEXTURE2D(_NiloToonCharSelfShadowMapRT);
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SAMPLER_CMP(sampler_NiloToonCharSelfShadowMapRT_LinearClampCompare);
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SAMPLER(sampler_NiloToonCharSelfShadowMapRT_Linear_Clamp);
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float4x4 _NiloToonSelfShadowWorldToClip;
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float4 _NiloToonSelfShadowParam;
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float3 _NiloToonSelfShadowLightDirection;
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float _GlobalReceiveNiloToonSelfShadowMap;
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float _NiloToonSelfShadowRange;
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float _NiloToonSelfShadowUseNdotLFix;
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half SampleNiloToonCharSelfShadow(float3 positionWS, float3 normalWS, float linearEyeDepth)
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{
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float4 positionSelfShadowCS = mul(_NiloToonSelfShadowWorldToClip, float4(positionWS, 1));
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float3 positionSelfShadowNDC = positionSelfShadowCS.xyz;
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float2 shadowMapUV = positionSelfShadowNDC.xy * 0.5 + 0.5;
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float ndcZCompareValue = positionSelfShadowNDC.z;
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ndcZCompareValue = UNITY_NEAR_CLIP_VALUE < 0 ? ndcZCompareValue * 0.5 + 0.5 : ndcZCompareValue;
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#if UNITY_UV_STARTS_AT_TOP
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shadowMapUV.y = 1 - shadowMapUV.y;
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#endif
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if(shadowMapUV.x < 0 || shadowMapUV.x > 1 || shadowMapUV.y < 0 || shadowMapUV.y > 1)
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return 1;
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float shadowMapRawDepth = SAMPLE_TEXTURE2D_LOD(_NiloToonCharSelfShadowMapRT,
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sampler_NiloToonCharSelfShadowMapRT_Linear_Clamp,
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shadowMapUV, 0).r;
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if(shadowMapRawDepth < 0.0001)
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return 1;
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half shadow = SAMPLE_TEXTURE2D_SHADOW(_NiloToonCharSelfShadowMapRT,
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sampler_NiloToonCharSelfShadowMapRT_LinearClampCompare,
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float3(shadowMapUV, ndcZCompareValue));
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float fadeTotalDistance = 1.0;
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shadow = lerp(shadow, 1, saturate((1.0 / fadeTotalDistance) * (linearEyeDepth - (_NiloToonSelfShadowRange - fadeTotalDistance))));
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if(_NiloToonSelfShadowUseNdotLFix > 0.5)
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shadow *= smoothstep(0.1, 0.2, saturate(dot(normalWS, _NiloToonSelfShadowLightDirection)));
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return shadow;
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}
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#endif
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#ifdef SCENEPICKINGPASS
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#ifdef SCENEPICKINGPASS
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float4 _SelectionID;
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float4 _SelectionID;
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#endif
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#endif
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@ -450,6 +510,17 @@ Shader "Mingle/Floor/White Horizon"
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#endif
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#endif
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Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, nilotoonShadowMask);
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Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, nilotoonShadowMask);
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// NiloToon Character Self Shadow (matches order in NiloToonEnvironment_LitForwardPass.hlsl: applied before shadow border tint)
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#if defined(_RECEIVE_NILOTOON_CHAR_SHADOW) && defined(_NILOTOON_RECEIVE_SELF_SHADOW)
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{
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float linearEyeDepth = abs(mul(UNITY_MATRIX_V, float4(input.positionWS, 1)).z);
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half charSelfShadow = SampleNiloToonCharSelfShadow(input.positionWS, inputData.normalWS, linearEyeDepth);
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charSelfShadow = lerp(1, charSelfShadow, _NiloToonCharShadowStrength * _GlobalReceiveNiloToonSelfShadowMap);
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color.rgb *= charSelfShadow;
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}
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#endif
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float isShadowEdge = 1-abs(mainLight.shadowAttenuation-0.5)*2;
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float isShadowEdge = 1-abs(mainLight.shadowAttenuation-0.5)*2;
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color.rgb = lerp(color.rgb, color.rgb * _NiloToonGlobalEnviShadowBorderTintColor.rgb, isShadowEdge * _NiloToonGlobalEnviShadowBorderTintColor.a);
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color.rgb = lerp(color.rgb, color.rgb * _NiloToonGlobalEnviShadowBorderTintColor.rgb, isShadowEdge * _NiloToonGlobalEnviShadowBorderTintColor.a);
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@ -520,7 +591,7 @@ Shader "Mingle/Floor/White Horizon"
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#pragma multi_compile_instancing
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#pragma multi_compile_instancing
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#define ASE_VERSION 19904
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#define ASE_VERSION 19904
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#define ASE_SRP_VERSION 170200
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#define ASE_SRP_VERSION -1
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#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
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#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
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@ -665,7 +736,7 @@ Shader "Mingle/Floor/White Horizon"
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#pragma multi_compile_instancing
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#pragma multi_compile_instancing
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#define ASE_VERSION 19904
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#define ASE_VERSION 19904
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#define ASE_SRP_VERSION 170200
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#define ASE_SRP_VERSION -1
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#pragma vertex vert
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#pragma vertex vert
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@ -790,7 +861,7 @@ Shader "Mingle/Floor/White Horizon"
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#pragma multi_compile_instancing
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#pragma multi_compile_instancing
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#define ASE_VERSION 19904
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#define ASE_VERSION 19904
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#define ASE_SRP_VERSION 170200
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#define ASE_SRP_VERSION -1
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#pragma vertex vert
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#pragma vertex vert
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@ -953,7 +1024,7 @@ Shader "Mingle/Floor/White Horizon"
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#define _NORMAL_DROPOFF_TS 1
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#define _NORMAL_DROPOFF_TS 1
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#pragma multi_compile_instancing
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#pragma multi_compile_instancing
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#define ASE_VERSION 19904
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#define ASE_VERSION 19904
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#define ASE_SRP_VERSION 170200
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#define ASE_SRP_VERSION -1
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#pragma vertex vert
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#pragma vertex vert
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@ -1094,11 +1165,11 @@ Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0,
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Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;5;-944,-240;Inherit;True;Property;_BaseTexture;BaseTexture;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;5;-944,-240;Inherit;True;Property;_BaseTexture;BaseTexture;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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Node;AmplifyShaderEditor.LayeredBlendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;18;-624,-240;Inherit;False;6;0;FLOAT;0;False;1;COLOR;1,1,1,1;False;2;COLOR;1,1,1,1;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.LayeredBlendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;18;-624,-240;Inherit;False;6;0;FLOAT;0;False;1;COLOR;1,1,1,1;False;2;COLOR;1,1,1,1;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;19;-455.1483,-37.39032;Inherit;False;Constant;_Float0;Float 0;3;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;19;-455.1483,-37.39032;Inherit;False;Constant;_Float0;Float 0;3;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;71;-192,-336;Float;False;True;-1;3;UnityEditor.ShaderGraphUnlitGUI;300;14;Mingle/Floor/White Horizon;df83b33f62768f64cb5fff5416086758;True;Forward;0;0;Forward;10;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;UniversalMaterialType=ComplexLit;IgnoreProjector=True;True;2;False;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForwardOnly;True;0;False;0;;0;0;Standard;14;Workflow;1;0;Surface;0;0; Blend;0;0;Two Sided;1;0;Alpha Clipping;0;0;Fragment Normal Space;0;0;Cast Shadows;1;0;Receive Shadows;2;0;Specular Highlights;2;0;Environment Reflections;2;0;Receive SSAO;1;0;GPU Instancing;1;0;LOD CrossFade;1;0;NiloToon Screen Space Outline;0;0;0;5;True;True;True;True;True;False;;False;0
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||||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;72;-192,-104.4;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;300;20;New Amplify Shader;df83b33f62768f64cb5fff5416086758;True;ShadowCaster;0;1;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;UniversalMaterialType=ComplexLit;IgnoreProjector=True;True;2;False;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;72;-192,-104.4;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;300;14;New Amplify Shader;df83b33f62768f64cb5fff5416086758;True;ShadowCaster;0;1;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;UniversalMaterialType=ComplexLit;IgnoreProjector=True;True;2;False;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
|
||||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;73;-192,-71.39999;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;300;20;New Amplify Shader;df83b33f62768f64cb5fff5416086758;True;DepthOnly;0;2;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;UniversalMaterialType=ComplexLit;IgnoreProjector=True;True;2;False;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;True;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;73;-192,-71.39999;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;300;14;New Amplify Shader;df83b33f62768f64cb5fff5416086758;True;DepthOnly;0;2;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;UniversalMaterialType=ComplexLit;IgnoreProjector=True;True;2;False;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;True;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0
|
||||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;75;-192,-38.39999;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;300;20;New Amplify Shader;df83b33f62768f64cb5fff5416086758;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;UniversalMaterialType=ComplexLit;IgnoreProjector=True;True;2;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;75;-192,-38.39999;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;300;14;New Amplify Shader;df83b33f62768f64cb5fff5416086758;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;UniversalMaterialType=ComplexLit;IgnoreProjector=True;True;2;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0
|
||||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;76;-176,192;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;300;20;New Amplify Shader;df83b33f62768f64cb5fff5416086758;True;DepthNormalsOnly;0;3;DepthNormalsOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;UniversalMaterialType=ComplexLit;IgnoreProjector=True;True;2;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;False;0;;0;0;Standard;0;False;0
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;76;-176,34;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;300;14;New Amplify Shader;df83b33f62768f64cb5fff5416086758;True;DepthNormalsOnly;0;3;DepthNormalsOnly;3;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;UniversalMaterialType=ComplexLit;IgnoreProjector=True;True;2;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;False;0;;0;0;Standard;0;False;0
|
||||||
WireConnection;12;0;11;0
|
WireConnection;12;0;11;0
|
||||||
WireConnection;12;1;10;0
|
WireConnection;12;1;10;0
|
||||||
WireConnection;8;0;6;0
|
WireConnection;8;0;6;0
|
||||||
@ -1113,4 +1184,4 @@ WireConnection;71;0;18;0
|
|||||||
WireConnection;71;3;19;0
|
WireConnection;71;3;19;0
|
||||||
WireConnection;71;4;19;0
|
WireConnection;71;4;19;0
|
||||||
ASEEND*/
|
ASEEND*/
|
||||||
//CHKSM=8B1CA8DE0570E445AF37A3658FBEA2444B0B4CEB
|
//CHKSM=953A03029D769DC0DCBAF35D8CB0252F2B80DC0C
|
||||||
Loading…
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Reference in New Issue
Block a user