[unity] Fixed URP Sprite shader treating skeleton alpha incorrectly. Closes #1735.

This commit is contained in:
Harald Csaszar 2020-08-07 15:40:35 +02:00
parent bb34e33aee
commit 11006baa65
2 changed files with 13 additions and 12 deletions

View File

@ -105,7 +105,7 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
finalColor += inputData.vertexLighting * brdfData.diffuse;
#endif
finalColor += emission;
return prepareLitPixelForOutput(half4(finalColor, texAlbedoAlpha.a), vertexColor);
return prepareLitPixelForOutput(half4(finalColor, albedo.a), vertexColor);
}
#else // !SPECULAR
@ -148,7 +148,7 @@ half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiff
diffuseLighting += emission;
//half3 finalColor = diffuseLighting * diffuse + emission;
half3 finalColor = diffuseLighting * diffuse.rgb;
return prepareLitPixelForOutput(half4(finalColor, texDiffuseAlpha.a), vertexColor);
return prepareLitPixelForOutput(half4(finalColor, diffuse.a), vertexColor);
}
#endif // SPECULAR

View File

@ -105,7 +105,7 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
finalColor += inputData.vertexLighting * brdfData.diffuse;
#endif
finalColor += emission;
return prepareLitPixelForOutput(half4(finalColor, texAlbedoAlpha.a), vertexColor);
return prepareLitPixelForOutput(half4(finalColor, albedo.a), vertexColor);
}
#else // !SPECULAR
@ -148,7 +148,7 @@ half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiff
diffuseLighting += emission;
//half3 finalColor = diffuseLighting * diffuse + emission;
half3 finalColor = diffuseLighting * diffuse.rgb;
return prepareLitPixelForOutput(half4(finalColor, texDiffuseAlpha.a), vertexColor);
return prepareLitPixelForOutput(half4(finalColor, diffuse.a), vertexColor);
}
#endif // SPECULAR
@ -261,6 +261,7 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input) : SV_Target
COLORISE(pixel)
APPLY_FOG_LWRP(pixel, input.fogFactorAndVertexLight.x)
return pixel;
}