fix cutoff value on shaders

pull/13/head
Andrew Cassidy 4 years ago
parent f0c5a112fe
commit d80d5158f1
No known key found for this signature in database
GPG Key ID: 963017B38FD477A1

@ -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));

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:b22837b8b0daf53718793228d8e965a2604cd209b09150e656000f308c4b7993
size 171063
oid sha256:e439269d41a7212915a68e75beb891f9b85f107ba15de28e935f9170570a61ca
size 170387

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