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Merge pull request #343 from Unity-Technologies/task/textureOffset
Task/texture offset
2 parents 6f9d9bd + abe4219 commit 023ef86

11 files changed

+27
-33
lines changed

com.unity.toonshader/CHANGELOG.md

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,8 @@
11
# Changelog
2-
## [0.9.7-preview] - 2024-02-24
2+
## [0.9.7-preview] - 2024-03-30
33
### Updated
44
* URP Shader is comaptible with Light Layer. (Thanks to Hum9183Hum9183)
5+
* Fixed:Base Map missing Tiling & Offset controls for all the render pipelines. (Thanks to Hum9183Hum9183)
56

67
## [0.9.6-preview] - 2023-09-24
78
### Updated

com.unity.toonshader/Editor/UTS3GUI.cs

Lines changed: 1 addition & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -1423,13 +1423,8 @@ void GUI_BasicThreeColors(Material material)
14231423
m_MaterialEditor.TexturePropertySingleLine(Styles.secondShadeColorText, secondShadeMap, secondShadeColor);
14241424
}
14251425
EditorGUILayout.Space();
1426+
m_MaterialEditor.TextureScaleOffsetProperty(mainTex);
14261427

1427-
/*
1428-
_NormalMap_Foldout = FoldoutSubMenu(_NormalMap_Foldout, Styles.normalMapFoldout);
1429-
if (_NormalMap_Foldout)
1430-
{
1431-
}
1432-
*/
14331428
_ShadowControlMaps_Foldout = FoldoutSubMenu(_ShadowControlMaps_Foldout, Styles.shadowControlMapFoldout);
14341429
if (_ShadowControlMaps_Foldout)
14351430
{

com.unity.toonshader/Runtime/HDRP/Shaders/DoubleShadeWithFeatherOtherLight.hlsl

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -60,7 +60,7 @@ float3 UTS_OtherLights(FragInputs input, float3 i_normalDir,
6060
Set_BaseColor *= _BaseColorVisible;
6161
float Set_BaseColorAlpha = _BaseColorVisible;
6262
#endif //#ifdef UTS_LAYER_VISIBILITY //v.2.0.5
63-
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D_LOD(_1st_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap),0.0f), _MainTex_var, _Use_BaseAs1st);
63+
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D_LOD(_1st_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex),0.0f), _MainTex_var, _Use_BaseAs1st);
6464
float3 Set_1st_ShadeColor = lerp((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb * _LightIntensity), ((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_1st_Shade);
6565
#ifdef UTS_LAYER_VISIBILITY
6666
{
@@ -71,7 +71,7 @@ float3 UTS_OtherLights(FragInputs input, float3 i_normalDir,
7171
}
7272
float Set_1st_ShadeAlpha = _FirstShadeVisible;
7373
#endif //#ifdef UTS_LAYER_VISIBILITY //v.2.0.5
74-
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D_LOD(_2nd_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap), 0.0), _1st_ShadeMap_var, _Use_1stAs2nd);
74+
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D_LOD(_2nd_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex), 0.0), _1st_ShadeMap_var, _Use_1stAs2nd);
7575
float3 Set_2nd_ShadeColor = lerp((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb * _LightIntensity), ((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_2nd_Shade);
7676
float _HalfLambert_var = 0.5 * dot(lerp(i_normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5;
7777
float4 _Set_2nd_ShadePosition_var = tex2Dlod(_Set_2nd_ShadePosition, float4(TRANSFORM_TEX(Set_UV0, _Set_2nd_ShadePosition),0.0f,0.0f));

com.unity.toonshader/Runtime/HDRP/Shaders/HDRPToonHead.hlsl

Lines changed: 0 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -196,7 +196,6 @@ inline float3 LinearToGammaSpace(float3 linRGB)
196196
#endif
197197

198198
// Transforms 2D UV by scale/bias property
199-
//#define TRANSFORM_TEX(tex,name) (tex.xy * name##_ST.xy + name##_ST.zw)
200199
#define UCTS_TEXTURE2D(tex,name) SAMPLE_TEXTURE2D(tex,sampler##tex,TRANSFORM_TEX(name, tex));
201200

202201

com.unity.toonshader/Runtime/HDRP/Shaders/ShadingGrademapMainLight.hlsl

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -111,7 +111,7 @@ float3 UTS_MainLightShadingGrademap(LightLoopContext lightLoopContext, FragInput
111111

112112
#endif //#ifdef UTS_LAYER_VISIBILITY
113113
//v.2.0.5
114-
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_MainTex,TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st);
114+
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_MainTex,TRANSFORM_TEX(Set_UV0, _MainTex)), _MainTex_var, _Use_BaseAs1st);
115115
float3 _Is_LightColor_1st_Shade_var = lerp((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb), ((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb) * Set_LightColor), _Is_LightColor_1st_Shade);
116116
float _HalfLambert_var = 0.5 * dot(lerp(i_normalDir, utsData.normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5; // Half Lambert
117117
//v.2.0.6
@@ -152,7 +152,7 @@ float3 UTS_MainLightShadingGrademap(LightLoopContext lightLoopContext, FragInput
152152
#endif //#ifdef UTS_LAYER_VISIBILITY
153153
float3 _BaseColor_var = lerp(Set_BaseColor, _Is_LightColor_1st_Shade_var, Set_FinalShadowMask);
154154
//v.2.0.5
155-
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, sampler_MainTex,TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)), _1st_ShadeMap_var, _Use_1stAs2nd);
155+
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, sampler_MainTex,TRANSFORM_TEX(Set_UV0, _MainTex)), _1st_ShadeMap_var, _Use_1stAs2nd);
156156
float _2ndColorFeatherForMask = lerp(_2nd_ShadeColor_Feather, 0.0f, max(_SecondShadeOverridden, _ComposerMaskMode));
157157
float Set_ShadeShadowMask = saturate((1.0 + ((Set_ShadingGrade - (_2nd_ShadeColor_Step - _2ndColorFeatherForMask)) * (0.0 - 1.0)) / (_2nd_ShadeColor_Step - (_2nd_ShadeColor_Step - _2ndColorFeatherForMask)))); // 1st and 2nd Shades Mask
158158
//Composition: 3 Basic Colors as Set_FinalBaseColor

com.unity.toonshader/Runtime/HDRP/Shaders/ShadingGrademapOtherLight.hlsl

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -64,7 +64,7 @@ float3 UTS_OtherLightsShadingGrademap(FragInputs input, float3 i_normalDir,
6464

6565
#endif //#ifdef UTS_LAYER_VISIBILITY
6666
//v.2.0.5
67-
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st);
67+
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex)), _MainTex_var, _Use_BaseAs1st);
6868
float3 Set_1st_ShadeColor = lerp((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb * _LightIntensity), ((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_1st_Shade);
6969
#ifdef UTS_LAYER_VISIBILITY
7070
{
@@ -76,7 +76,7 @@ float3 UTS_OtherLightsShadingGrademap(FragInputs input, float3 i_normalDir,
7676
float Set_1st_ShadeAlpha = _FirstShadeVisible;
7777
#endif //#ifdef UTS_LAYER_VISIBILITY //v.2.0.5
7878
//v.2.0.5
79-
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)), _1st_ShadeMap_var, _Use_1stAs2nd);
79+
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex)), _1st_ShadeMap_var, _Use_1stAs2nd);
8080
float3 Set_2nd_ShadeColor = lerp((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb * _LightIntensity), ((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_2nd_Shade);
8181
#ifdef UTS_LAYER_VISIBILITY
8282
{

com.unity.toonshader/Runtime/Legacy/Shaders/UCTS_DoubleShadeWithFeather.cginc

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -150,10 +150,10 @@ struct VertexOutput {
150150
float3 Set_LightColor = lightColor.rgb;
151151
float3 Set_BaseColor = lerp( (_BaseColor.rgb*_MainTex_var.rgb), ((_BaseColor.rgb*_MainTex_var.rgb)*Set_LightColor), _Is_LightColor_Base );
152152
//v.2.0.5
153-
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)),_MainTex_var,_Use_BaseAs1st);
153+
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex)),_MainTex_var,_Use_BaseAs1st);
154154
float3 Set_1st_ShadeColor = lerp( (_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb), ((_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_1st_Shade );
155155
//v.2.0.5
156-
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)),_1st_ShadeMap_var,_Use_1stAs2nd);
156+
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex)),_1st_ShadeMap_var,_Use_1stAs2nd);
157157
float3 Set_2nd_ShadeColor = lerp( (_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb), ((_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_2nd_Shade );
158158
float _HalfLambert_var = 0.5*dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToBase ),lightDirection)+0.5;
159159

@@ -303,10 +303,10 @@ struct VertexOutput {
303303
//
304304
float3 Set_BaseColor = lerp( (_BaseColor.rgb*_MainTex_var.rgb*_LightIntensity), ((_BaseColor.rgb*_MainTex_var.rgb)*Set_LightColor), _Is_LightColor_Base );
305305
//v.2.0.5
306-
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)),_MainTex_var,_Use_BaseAs1st);
306+
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex)),_MainTex_var,_Use_BaseAs1st);
307307
float3 Set_1st_ShadeColor = lerp( (_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb*_LightIntensity), ((_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_1st_Shade );
308308
//v.2.0.5
309-
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)),_1st_ShadeMap_var,_Use_1stAs2nd);
309+
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex)),_1st_ShadeMap_var,_Use_1stAs2nd);
310310
float3 Set_2nd_ShadeColor = lerp( (_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb*_LightIntensity), ((_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_2nd_Shade );
311311
float _HalfLambert_var = 0.5*dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToBase ),lightDirection)+0.5;
312312

com.unity.toonshader/Runtime/Legacy/Shaders/UCTS_ShadingGradeMap.cginc

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -169,7 +169,7 @@ struct VertexOutput {
169169
float3 Set_LightColor = lightColor.rgb;
170170
float3 Set_BaseColor = lerp( (_MainTex_var.rgb*_BaseColor.rgb), ((_MainTex_var.rgb*_BaseColor.rgb)*Set_LightColor), _Is_LightColor_Base );
171171
//v.2.0.5
172-
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)),_MainTex_var,_Use_BaseAs1st);
172+
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex)),_MainTex_var,_Use_BaseAs1st);
173173
float3 _Is_LightColor_1st_Shade_var = lerp( (_1st_ShadeMap_var.rgb*_1st_ShadeColor.rgb), ((_1st_ShadeMap_var.rgb*_1st_ShadeColor.rgb)*Set_LightColor), _Is_LightColor_1st_Shade );
174174
float _HalfLambert_var = 0.5*dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToBase ),lightDirection)+0.5; // Half Lambert
175175

@@ -184,7 +184,7 @@ struct VertexOutput {
184184
float Set_FinalShadowMask = saturate((1.0 + ( (Set_ShadingGrade - (_1st_ShadeColor_Step-_1st_ShadeColor_Feather)) * (0.0 - 1.0) ) / (_1st_ShadeColor_Step - (_1st_ShadeColor_Step-_1st_ShadeColor_Feather)))); // Base and 1st Shade Mask
185185
float3 _BaseColor_var = lerp(Set_BaseColor,_Is_LightColor_1st_Shade_var,Set_FinalShadowMask);
186186
//v.2.0.5
187-
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)),_1st_ShadeMap_var,_Use_1stAs2nd);
187+
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex)),_1st_ShadeMap_var,_Use_1stAs2nd);
188188
float Set_ShadeShadowMask = saturate((1.0 + ( (Set_ShadingGrade - (_2nd_ShadeColor_Step-_2nd_ShadeColor_Feather)) * (0.0 - 1.0) ) / (_2nd_ShadeColor_Step - (_2nd_ShadeColor_Step-_2nd_ShadeColor_Feather)))); // 1st and 2nd Shades Mask
189189
//Composition: 3 Basic Colors as Set_FinalBaseColor
190190
float3 Set_FinalBaseColor = lerp(_BaseColor_var,lerp(_Is_LightColor_1st_Shade_var,lerp( (_2nd_ShadeMap_var.rgb*_2nd_ShadeColor.rgb), ((_2nd_ShadeMap_var.rgb*_2nd_ShadeColor.rgb)*Set_LightColor), _Is_LightColor_2nd_Shade ),Set_ShadeShadowMask),Set_FinalShadowMask);

com.unity.toonshader/Runtime/UniversalRP/Shaders/UniversalToonBodyDoubleShadeWithFeather.hlsl

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -160,10 +160,10 @@
160160
float3 Set_LightColor = lightColor.rgb;
161161
float3 Set_BaseColor = lerp( (_BaseColor.rgb*_MainTex_var.rgb), ((_BaseColor.rgb*_MainTex_var.rgb)*Set_LightColor), _Is_LightColor_Base );
162162
//v.2.0.5
163-
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)),_MainTex_var,_Use_BaseAs1st);
163+
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex)),_MainTex_var,_Use_BaseAs1st);
164164
float3 Set_1st_ShadeColor = lerp( (_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb), ((_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_1st_Shade );
165165
//v.2.0.5
166-
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)),_1st_ShadeMap_var,_Use_1stAs2nd);
166+
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex)),_1st_ShadeMap_var,_Use_1stAs2nd);
167167
float3 Set_2nd_ShadeColor = lerp( (_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb), ((_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_2nd_Shade );
168168
float _HalfLambert_var = 0.5*dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToBase ),lightDirection)+0.5;
169169

@@ -312,10 +312,10 @@
312312
//
313313
float3 Set_BaseColor = lerp((_BaseColor.rgb*_MainTex_var.rgb*_LightIntensity), ((_BaseColor.rgb*_MainTex_var.rgb)*Set_LightColor), _Is_LightColor_Base);
314314
//v.2.0.5
315-
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st);
315+
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex)), _MainTex_var, _Use_BaseAs1st);
316316
float3 Set_1st_ShadeColor = lerp((_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb*_LightIntensity), ((_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_1st_Shade);
317317
//v.2.0.5
318-
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)), _1st_ShadeMap_var, _Use_1stAs2nd);
318+
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex)), _1st_ShadeMap_var, _Use_1stAs2nd);
319319
float3 Set_2nd_ShadeColor = lerp((_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb*_LightIntensity), ((_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_2nd_Shade);
320320
float _HalfLambert_var = 0.5*dot(lerp(i.normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5;
321321

@@ -396,10 +396,10 @@
396396
//
397397
float3 Set_BaseColor = lerp((_BaseColor.rgb*_MainTex_var.rgb*_LightIntensity), ((_BaseColor.rgb*_MainTex_var.rgb)*Set_LightColor), _Is_LightColor_Base);
398398
//v.2.0.5
399-
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st);
399+
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex)), _MainTex_var, _Use_BaseAs1st);
400400
float3 Set_1st_ShadeColor = lerp((_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb*_LightIntensity), ((_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_1st_Shade);
401401
//v.2.0.5
402-
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)), _1st_ShadeMap_var, _Use_1stAs2nd);
402+
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex)), _1st_ShadeMap_var, _Use_1stAs2nd);
403403
float3 Set_2nd_ShadeColor = lerp((_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb*_LightIntensity), ((_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_2nd_Shade);
404404
float _HalfLambert_var = 0.5*dot(lerp(i.normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5;
405405

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