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@@ -12,19 +12,18 @@
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#define LIGHT_LOOP_LIMIT unity_VertexLightParams.x
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#endif
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-#pragma multi_compile __ POINT SPOT
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////////////////////////////////////////
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// Alpha Clipping
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//
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-#if defined(_ALPHA_CLIP)
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+#if defined(_ALPHA_CLIP)
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uniform fixed _Cutoff;
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#define ALPHA_CLIP(pixel, color) clip((pixel.a * color.a) - _Cutoff);
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#else
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#define ALPHA_CLIP(pixel, color)
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-#endif
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-
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+#endif
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+
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half3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half4 diffuseColor, half atten) {
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half NdotL = max(dot(eyeNormal, dirToLight), 0.0);
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// diffuse
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@@ -111,7 +110,7 @@ fixed4 frag (VertexOutput i) : SV_Target {
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#else
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col.rgb = tex * i.color;
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#endif
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-
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+
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col *= 2;
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col.a = tex.a * i.color.a;
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return col;
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