Added SurfaceFeatureFlags;
Added OutlineScope; Added AngelRingScope; Change up Outline pass
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@@ -282,7 +282,7 @@ void Frag(PackedVaryingsToPS packedInput,
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outColor = float4(outColor.rgb, Set_Opacity * ApplyChannelAlpha(channelAlpha));
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#endif
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#if MATERIAL_TYPE_FRONT_HAIR && ENABLE_UTS_HAIR_BLENDING
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#if _MATERIAL_TYPE_FRONTHAIR && ENABLE_UTS_HAIR_BLENDING
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float2 screenUV = posInput.positionNDC * _HairBlendingRTHandleScale.xy;
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float4 hairBlendingMap = SAMPLE_TEXTURE2D(_HairBlendingTex, s_trilinear_clamp_sampler, screenUV);
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outColor.rgb = lerp(outColor.rgb, hairBlendingMap.rgb, hairBlendingMap.a * _HairBlendingFactor);
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