33//[email protected] (Universal RP/HDRP) 44
55float3 UTS_OtherLightsShadingGrademap (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 )
77{
8- channelAlpha = 0 .0f ;
8+ channelOutAlpha = 1 .0f ;
99#ifdef _IS_CLIPPING_MATTE
1010 if (_ClippingMatteMode != 0 )
1111 {
@@ -60,7 +60,7 @@ float3 UTS_OtherLightsShadingGrademap(FragInputs input, float3 i_normalDir,
6060 //
6161 float3 Set_BaseColor = lerp ((_BaseColor.rgb * _MainTex_var.rgb * _LightIntensity), ((_BaseColor.rgb * _MainTex_var.rgb) * Set_LightColor), _Is_LightColor_Base);
6262#ifdef UTS_LAYER_VISIBILITY
63-
63+ float Set_BaseColorAlpha = _BaseColorVisible;
6464 float4 overridingColor = lerp (_BaseColorMaskColor, float4 (_BaseColorMaskColor.w, _BaseColorMaskColor.w, _BaseColorMaskColor.w, 1.0f ), _ComposerMaskMode);
6565 float maskEnabled = max (_BaseColorOverridden, _ComposerMaskMode);
6666 Set_BaseColor = lerp (Set_BaseColor, overridingColor, maskEnabled);
@@ -77,6 +77,7 @@ float3 UTS_OtherLightsShadingGrademap(FragInputs input, float3 i_normalDir,
7777 Set_1st_ShadeColor = lerp (Set_1st_ShadeColor, overridingColor, maskEnabled);
7878 Set_1st_ShadeColor = lerp (Set_1st_ShadeColor, Set_BaseColor, 1.0f - _FirstShadeVisible);
7979 }
80+ float Set_1st_ShadeAlpha = _FirstShadeVisible;
8081#endif //#ifdef UTS_LAYER_VISIBILITY //v.2.0.5
8182 //v.2.0.5
8283 float4 _2nd_ShadeMap_var = lerp (tex2D (_2nd_ShadeMap, TRANSFORM_TEX (Set_UV0, _2nd_ShadeMap)), _1st_ShadeMap_var, _Use_1stAs2nd);
@@ -135,7 +136,11 @@ float3 UTS_OtherLightsShadingGrademap(FragInputs input, float3 i_normalDir,
135136 Set_ShadeShadowMask
136137 ),
137138 Set_FinalShadowMask);
138-
139+ #ifdef UTS_LAYER_VISIBILITY
140+ float Set_2nd_ShadeAlpha = _SecondShadeVisible;
141+ channelOutAlpha =
142+ lerp (Set_BaseColorAlpha, lerp (Set_1st_ShadeAlpha, Set_2nd_ShadeAlpha, Set_ShadeShadowMask), Set_FinalShadowMask);
143+ #endif
139144 //v.2.0.6: Add HighColor if _Is_Filter_HiCutPointLightColor is False
140145#ifdef _SYNTHESIZED_TEXTURE
141146 float4 _Set_HighColorMask_var = tex2D (_HighColor_TexSynthesized, TRANSFORM_TEX (Set_UV0, _HighColor_TexSynthesized)).aaaa;
@@ -167,6 +172,7 @@ float3 UTS_OtherLightsShadingGrademap(FragInputs input, float3 i_normalDir,
167172 if (any (addColor))
168173 {
169174 finalColor = lerp (finalColor, overridingColor, maskEnabled);
175+ channelOutAlpha = _HighlightVisible;
170176 }
171177 }
172178
0 commit comments