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MToonにて、RimLightの計算時にNaNが紛れ込む問題を修正 #117

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Nov 2, 2022
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2 changes: 1 addition & 1 deletion MToon/Resources/Shaders/MToonCore.cginc
Original file line number Diff line number Diff line change
Expand Up @@ -230,7 +230,7 @@ float4 frag_forward(v2f i) : SV_TARGET
half3 mixedRimLighting = lighting + indirectLighting;
#endif
half3 rimLighting = lerp(staticRimLighting, mixedRimLighting, _RimLightingMix);
half3 rim = pow(saturate(1.0 - dot(worldNormal, worldView) + _RimLift), _RimFresnelPower) * _RimColor.rgb * tex2D(_RimTexture, mainUv).rgb;
half3 rim = pow(saturate(1.0 - dot(worldNormal, worldView) + _RimLift), max(_RimFresnelPower, EPS_COL)) * _RimColor.rgb * tex2D(_RimTexture, mainUv).rgb;
col += lerp(rim * rimLighting, half3(0, 0, 0), i.isOutline);

// additive matcap
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