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Tatamiclaude
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fix: Texture2D Array でのテクスチャブレンディング問題を修正
Random Row Selection 機能において、Texture2D Array 使用時に隣接するテクスチャとブレンドされる問題を修正。 修正内容: - Texture2D Array モードでのみ、progress値を最も近い整数に丸める処理を追加 - floor(progress + 0.5) により適切な整数インデックスを保証 - 他のモード(Texture2D、3D Texture)への影響なし 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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Assets/Nova/Runtime/Core/Shaders/ParticlesUberUnlit.hlsl

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@@ -151,6 +151,8 @@ Varyings vertUnlit(Attributes input, out float3 positionWS, uniform bool useEmis
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#else
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output.baseMapUVAndProgresses.z = FlipBookProgress(baseMapProgress, _BaseMapSliceCount);
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#endif
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// For Texture2D Array, round to nearest integer to avoid texture bleeding
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output.baseMapUVAndProgresses.z = floor(output.baseMapUVAndProgresses.z + 0.5);
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#elif _BASE_MAP_MODE_3D
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float baseMapProgress = _BaseMapProgress + GET_CUSTOM_COORD(_BaseMapProgressCoord);
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