fix cutoff value on shaders

feature-multiSDF
Andrew Cassidy 4 years ago
parent 38ce1184ea
commit 2af192966f

@ -61,10 +61,7 @@ Shader "ConformalDecals/Feature/Bumped"
float4 color = tex2D(_Decal, IN.uv_decal);
float3 normal = UnpackNormalDXT5nm(tex2D(_DecalBumpMap, IN.uv_bump));
#ifdef DECAL_PROJECT
// clip alpha
clip(color.a - _Cutoff + 0.01);
#endif //DECAL_PROJECT
decalClipAlpha(color.a - _Cutoff);
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
@ -113,10 +110,7 @@ Shader "ConformalDecals/Feature/Bumped"
float4 color = tex2D(_Decal, IN.uv_decal);
float3 normal = UnpackNormal(tex2D(_DecalBumpMap, IN.uv_bump));
#ifdef DECAL_PROJECT
// clip alpha
clip(color.a - _Cutoff + 0.01);
#endif //DECAL_PROJECT
decalClipAlpha(color.a - _Cutoff);
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;

@ -64,7 +64,7 @@ Shader "ConformalDecals/Paint/Diffuse"
{
float4 color = tex2D(_Decal, IN.uv_decal);
decalClipAlpha(color.a);
decalClipAlpha(color.a - _Cutoff);
float3 normal = IN.normal;
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
@ -118,7 +118,7 @@ Shader "ConformalDecals/Paint/Diffuse"
{
float4 color = tex2D(_Decal, IN.uv_decal);
decalClipAlpha(color.a);
decalClipAlpha(color.a - _Cutoff);
float3 normal = IN.normal;
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));

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