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147 | 147 | float3 Set_LightColor = lightColor.rgb; |
148 | 148 | float3 Set_BaseColor = lerp( (_MainTex_var.rgb*_BaseColor.rgb), ((_MainTex_var.rgb*_BaseColor.rgb)*Set_LightColor), _Is_LightColor_Base ); |
149 | 149 | //v.2.0.5 |
150 | | - float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)),_MainTex_var,_Use_BaseAs1st); |
| 150 | + float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex)),_MainTex_var,_Use_BaseAs1st); |
151 | 151 | 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 ); |
152 | 152 | float _HalfLambert_var = 0.5*dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToBase ),lightDirection)+0.5; // Half Lambert |
153 | 153 |
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174 | 174 | 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 |
175 | 175 | float3 _BaseColor_var = lerp(Set_BaseColor,_Is_LightColor_1st_Shade_var,Set_FinalShadowMask); |
176 | 176 | //v.2.0.5 |
177 | | - float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)),_1st_ShadeMap_var,_Use_1stAs2nd); |
| 177 | + float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap,sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex)),_1st_ShadeMap_var,_Use_1stAs2nd); |
178 | 178 | 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 |
179 | 179 | //Composition: 3 Basic Colors as Set_FinalBaseColor |
180 | 180 | 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); |
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372 | 372 | // |
373 | 373 | float3 Set_BaseColor = lerp((_BaseColor.rgb*_MainTex_var.rgb*_LightIntensity), ((_BaseColor.rgb*_MainTex_var.rgb)*Set_LightColor), _Is_LightColor_Base); |
374 | 374 | //v.2.0.5 |
375 | | - float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_MainTex,TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st); |
| 375 | + float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_MainTex,TRANSFORM_TEX(Set_UV0, _MainTex)), _MainTex_var, _Use_BaseAs1st); |
376 | 376 | 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); |
377 | 377 | //v.2.0.5 |
378 | | - float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, sampler_MainTex,TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)), _1st_ShadeMap_var, _Use_1stAs2nd); |
| 378 | + float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, sampler_MainTex,TRANSFORM_TEX(Set_UV0, _MainTex)), _1st_ShadeMap_var, _Use_1stAs2nd); |
379 | 379 | 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); |
380 | 380 | float _HalfLambert_var = 0.5*dot(lerp(i.normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5; |
381 | 381 |
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475 | 475 | // |
476 | 476 | float3 Set_BaseColor = lerp((_BaseColor.rgb*_MainTex_var.rgb*_LightIntensity), ((_BaseColor.rgb*_MainTex_var.rgb)*Set_LightColor), _Is_LightColor_Base); |
477 | 477 | //v.2.0.5 |
478 | | - float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_MainTex,TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st); |
| 478 | + float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_MainTex,TRANSFORM_TEX(Set_UV0, _MainTex)), _MainTex_var, _Use_BaseAs1st); |
479 | 479 | 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); |
480 | 480 | //v.2.0.5 |
481 | | - float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, sampler_MainTex,TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)), _1st_ShadeMap_var, _Use_1stAs2nd); |
| 481 | + float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, sampler_MainTex,TRANSFORM_TEX(Set_UV0, _MainTex)), _1st_ShadeMap_var, _Use_1stAs2nd); |
482 | 482 | 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); |
483 | 483 | float _HalfLambert_var = 0.5*dot(lerp(i.normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5; |
484 | 484 |
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