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Fixed: error.
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Runtime/Shaders/ShadingGrademapMainLight.hlsl

Lines changed: 5 additions & 12 deletions
Original file line numberDiff line numberDiff line change
@@ -328,7 +328,7 @@ float3 UTS_MainLightShadingGrademap(LightLoopContext lightLoopContext, FragInput
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else {
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_ViewCoord_UV = _ViewCoord_UV;
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}
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float2 emissive_uv = lerp(i.uv0, _ViewCoord_UV, _Is_ViewCoord_Scroll);
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float2 emissive_uv = lerp(Set_UV0, _ViewCoord_UV, _Is_ViewCoord_Scroll);
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//
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float4 _time_var = _Time;
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float _base_Speed_var = (_time_var.g * _Base_Speed);
@@ -348,27 +348,20 @@ float3 UTS_MainLightShadingGrademap(LightLoopContext lightLoopContext, FragInput
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//
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//v.2.0.6: GI_Intensity with Intensity Multiplier Filter
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#endif
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// without gi yet.
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/*
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float3 envLightColor = envColor.rgb;
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float envLightIntensity = 0.299 * envLightColor.r + 0.587 * envLightColor.g + 0.114 * envLightColor.b < 1 ? (0.299 * envLightColor.r + 0.587 * envLightColor.g + 0.114 * envLightColor.b) : 1;
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float3 pointLightColor = 0;
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//
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//Final Composition
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finalColor = saturate(finalColor) + (envLightColor * envLightIntensity * _GI_Intensity * smoothstep(1, 0, envLightIntensity / 2)) + emissive;
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finalColor += pointLightColor;
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#endif
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*/
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return finalColor;
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}

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