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Enable rimTexture #42

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Apr 15, 2019
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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 @@ -180,7 +180,7 @@ float4 frag_forward(v2f i) : SV_TARGET
// parametric rim lighting
#ifdef MTOON_FORWARD_ADD
#else
half3 rim = pow(saturate(1.0 - dot(worldNormal, worldView) + _RimLift), _RimFresnelPower) * _RimColor.rgb;
half3 rim = pow(saturate(1.0 - dot(worldNormal, worldView) + _RimLift), _RimFresnelPower) * _RimColor.rgb * tex2D(_RimTexture, mainUv).rgb;
rim *= lerp(half3(1, 1, 1), pureLight, _RimLightingMix);
col += lerp(rim, half3(0, 0, 0), i.isOutline);
#endif
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