@@ -6,7 +6,7 @@ Shader %ShaderName
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SubShader
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{
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- Tags { %ShaderTags }
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+ Tags { "VRCFallback"="Standard" %ShaderTags }
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ZTest[_ZTest]
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ZWrite[_ZWrite]
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Cull[_CullMode]
@@ -98,7 +98,7 @@ Shader %ShaderName
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}
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// ForwardBase Depth Prepass Fragment
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- half4 Fragment(FragmentData i, int facing: VFACE ) : SV_TARGET
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+ half4 Fragment(FragmentData i, bool facing: SV_IsFrontFace ) : SV_TARGET
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
@@ -205,7 +205,7 @@ Shader %ShaderName
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}
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// ForwardBase Fragment
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- half4 Fragment(FragmentData i, int facing: VFACE ) : SV_TARGET
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+ half4 Fragment(FragmentData i, bool facing: SV_IsFrontFace ) : SV_TARGET
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
@@ -303,7 +303,7 @@ Shader %ShaderName
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}
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// ForwardAdd Fragment
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- half4 Fragment(FragmentData i, int facing: VFACE ) : SV_TARGET
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+ half4 Fragment(FragmentData i, bool facing: SV_IsFrontFace ) : SV_TARGET
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
@@ -404,7 +404,7 @@ Shader %ShaderName
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}
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// Meta Fragment
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- half4 Fragment(FragmentData i, int facing: VFACE ) : SV_TARGET
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+ half4 Fragment(FragmentData i, bool facing: SV_IsFrontFace ) : SV_TARGET
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
@@ -506,7 +506,7 @@ Shader %ShaderName
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}
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// ShadowCaster Fragment
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- half4 Fragment(FragmentData i, int facing: VFACE ) : SV_TARGET
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+ half4 Fragment(FragmentData i, bool facing: SV_IsFrontFace ) : SV_TARGET
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
@@ -613,7 +613,7 @@ Shader %ShaderName
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}
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// Outline Fragment
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- half4 Fragment(FragmentData i, int facing: VFACE ) : SV_TARGET
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+ half4 Fragment(FragmentData i, bool facing: SV_IsFrontFace ) : SV_TARGET
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{
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#if defined(OUTLINE_ENABLED)
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