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fixed a compile error in DoubleShadeWithFeatherOtherLight.hlsl
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com.unity.toonshader/Runtime/HDRP/Shaders/DoubleShadeWithFeatherOtherLight.hlsl

Lines changed: 3 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -3,9 +3,9 @@
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//[email protected] (Universal RP/HDRP)
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float3 UTS_OtherLights(FragInputs input, float3 i_normalDir,
6-
float3 additionalLightColor, float3 lightDirection, float notDirectional, out float channelAlpha)
6+
float3 additionalLightColor, float3 lightDirection, float notDirectional, out float channelOutAlpha)
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{
8-
channelAlpha = 1.0f;
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channelOutAlpha = 1.0f;
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#ifdef _IS_CLIPPING_MATTE
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if (_ClippingMatteMode != 0)
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{
@@ -62,6 +62,7 @@ float3 UTS_OtherLights(FragInputs input, float3 i_normalDir,
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float maskEnabled = max(_BaseColorOverridden, _ComposerMaskMode);
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Set_BaseColor = lerp(Set_BaseColor, overridingColor.xyz, maskEnabled);
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Set_BaseColor *= _BaseColorVisible;
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float Set_BaseColorAlpha = _BaseColorVisible;
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#endif //#ifdef UTS_LAYER_VISIBILITY //v.2.0.5
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float4 _1st_ShadeMap_var = lerp(tex2Dlod(_1st_ShadeMap, float4(TRANSFORM_TEX(Set_UV0, _1st_ShadeMap),0.0f,0.0f)), _MainTex_var, _Use_BaseAs1st);
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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);

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