修改水
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@@ -18,8 +18,8 @@
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "../../Resources/ObiMaterials/Common/ObiEllipsoids.cginc"
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#include "../../Resources/ObiMaterials/Common/ObiUtils.cginc"
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#include "../../Resources/ObiMaterials/ObiEllipsoids.cginc"
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#include "../../Resources/ObiMaterials/ObiUtils.cginc"
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fixed4 _Color;
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@@ -42,7 +42,6 @@
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float3 lightDir : TEXCOORD2;
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float3 a2 : TEXCOORD3;
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float3 a3 : TEXCOORD4;
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//float3x3 P : TEXCOORD5;
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};
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struct fout
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@@ -66,7 +65,6 @@
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o.mapping = float4(v.corner.xy,1/length(eye),radius); // A[1]
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o.viewRay = mul((float3x3)UNITY_MATRIX_V,view); // A[0]
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o.color = v.color * _Color;
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//o.P = float3x3(v.t0.xyz,v.t1.xyz,v.t2.xyz);
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BuildAuxiliaryNormalVectors(v.vertex,worldPos,view,P,IP,o.a2,o.a3);
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@@ -88,19 +86,6 @@
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// clip space position:
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float4 pos = mul(UNITY_MATRIX_P,float4(p,1.0));
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// local space normal, use to calculate UVs
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/*float3 ln = mul(mul((float3x3)i.P,UNITY_MATRIX_I_V) ,n);
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float2 uv = float2(
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// atan returns a value between -pi and pi
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// so we divide by pi * 2 to get -0.5 to 0.5
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atan2(ln.x, ln.y) / (3.1415 * 2.0),
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// acos returns 0.0 at the top, pi at the bottom
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// so we flip the y to align with Unity's OpenGL style
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// texture UVs so 0.0 is at the bottom
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acos(-ln.z) / 3.1415
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);*/
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// simple lighting: ambient
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float3 modelUp = mul (UNITY_MATRIX_IT_MV,float3(0,1,0));
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float vecHemi = dot(n, modelUp) * 0.5f + 0.5f;
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