@@ -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 ));
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