Make toon fire borders sharp and dynamic
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- Обновлена Toon-функция в InjectToonFireToShaderGraph.cs. - Убрано финальное сглаживание по texAlpha, что позволило сделать внешнюю границу пламени острой и динамически колыхающейся.
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@ -203,7 +203,7 @@ public static class InjectToonFireToShaderGraph
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""m_SourceType"": 1,
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""m_FunctionName"": ""ToonFireColor"",
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""m_FunctionSource"": """",
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""m_FunctionBody"": ""float3 colInner = float3(1.0, 0.95, 0.4) * baseColor.rgb * 2.2;\nfloat3 colMid = float3(1.0, 0.55, 0.0) * baseColor.rgb * 1.8;\nfloat3 colOuter = float3(1.0, 0.15, 0.1) * baseColor.rgb * 1.4;\n\nfloat stepOuter = step(0.85, rawValue);\nfloat stepMid = step(1.0, rawValue);\nfloat stepInner = step(1.15, rawValue);\n\nfloat3 finalColor = float3(0,0,0);\nif (stepInner > 0.5)\n{\n finalColor = colInner;\n}\nelse if (stepMid > 0.5)\n{\n finalColor = colMid;\n}\nelse if (stepOuter > 0.5)\n{\n finalColor = colOuter;\n}\n\noutColor = finalColor;\noutAlpha = stepOuter * baseColor.a * texAlpha;""
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""m_FunctionBody"": ""float3 colInner = float3(1.0, 0.95, 0.4) * baseColor.rgb * 2.2;\nfloat3 colMid = float3(1.0, 0.55, 0.0) * baseColor.rgb * 1.8;\nfloat3 colOuter = float3(1.0, 0.15, 0.1) * baseColor.rgb * 1.4;\n\nfloat stepOuter = step(0.85, rawValue);\nfloat stepMid = step(1.0, rawValue);\nfloat stepInner = step(1.15, rawValue);\n\nfloat3 finalColor = float3(0,0,0);\nif (stepInner > 0.5)\n{\n finalColor = colInner;\n}\nelse if (stepMid > 0.5)\n{\n finalColor = colMid;\n}\nelse if (stepOuter > 0.5)\n{\n finalColor = colOuter;\n}\n\noutColor = finalColor;\noutAlpha = stepOuter * baseColor.a;""
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}");
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// Remove previous instances of our nodes from list (if re-running script)
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@ -610,6 +610,48 @@
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"m_SlotId": 1
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}
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},
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{
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"m_OutputSlot": {
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"m_Node": {
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"m_Id": "3f4b2124cb794f8e970aacc0488fc224"
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},
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"m_SlotId": 4
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},
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"m_InputSlot": {
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"m_Node": {
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"m_Id": "node_cartoon_fire_custom"
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},
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"m_SlotId": 4
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}
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},
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{
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"m_OutputSlot": {
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"m_Node": {
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"m_Id": "0d74e8c23ef1428eaf8c38a4c033c563"
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},
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"m_SlotId": 2
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},
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"m_InputSlot": {
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"m_Node": {
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"m_Id": "node_cartoon_fire_custom"
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},
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"m_SlotId": 0
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}
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},
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{
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"m_OutputSlot": {
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"m_Node": {
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"m_Id": "e48170ea86fb4291b3e4198160139b3e"
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},
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"m_SlotId": 2
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},
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"m_InputSlot": {
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"m_Node": {
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"m_Id": "node_cartoon_fire_custom"
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},
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"m_SlotId": 1
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}
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},
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{
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"m_OutputSlot": {
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"m_Node": {
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@ -4436,5 +4478,5 @@
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"m_SourceType": 1,
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"m_FunctionName": "ToonFireColor",
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"m_FunctionSource": "",
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"m_FunctionBody": "float3 colInner = float3(1.0, 0.95, 0.4) * baseColor.rgb * 2.2;\nfloat3 colMid = float3(1.0, 0.55, 0.0) * baseColor.rgb * 1.8;\nfloat3 colOuter = float3(1.0, 0.15, 0.1) * baseColor.rgb * 1.4;\n\nfloat stepOuter = step(0.85, rawValue);\nfloat stepMid = step(1.0, rawValue);\nfloat stepInner = step(1.15, rawValue);\n\nfloat3 finalColor = float3(0,0,0);\nif (stepInner > 0.5)\n{\n finalColor = colInner;\n}\nelse if (stepMid > 0.5)\n{\n finalColor = colMid;\n}\nelse if (stepOuter > 0.5)\n{\n finalColor = colOuter;\n}\n\noutColor = finalColor;\noutAlpha = stepOuter * baseColor.a * texAlpha;"
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"m_FunctionBody": "float3 colInner = float3(1.0, 0.95, 0.4) * baseColor.rgb * 2.2;\nfloat3 colMid = float3(1.0, 0.55, 0.0) * baseColor.rgb * 1.8;\nfloat3 colOuter = float3(1.0, 0.15, 0.1) * baseColor.rgb * 1.4;\n\nfloat stepOuter = step(0.85, rawValue);\nfloat stepMid = step(1.0, rawValue);\nfloat stepInner = step(1.15, rawValue);\n\nfloat3 finalColor = float3(0,0,0);\nif (stepInner > 0.5)\n{\n finalColor = colInner;\n}\nelse if (stepMid > 0.5)\n{\n finalColor = colMid;\n}\nelse if (stepOuter > 0.5)\n{\n finalColor = colOuter;\n}\n\noutColor = finalColor;\noutAlpha = stepOuter * baseColor.a;"
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}
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