fix transparency in screenshots
This commit is contained in:
parent
ddd16ffda1
commit
e84947d3fc
2 changed files with 4 additions and 13 deletions
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@ -311,7 +311,6 @@ GameObject:
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m_Component:
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m_Component:
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- component: {fileID: 1963847632}
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- component: {fileID: 1963847632}
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- component: {fileID: 1963847631}
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- component: {fileID: 1963847631}
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- component: {fileID: 1963847630}
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- component: {fileID: 1963847633}
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- component: {fileID: 1963847633}
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m_Layer: 0
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m_Layer: 0
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m_Name: Main Camera
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m_Name: Main Camera
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@ -320,14 +319,6 @@ GameObject:
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 1
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--- !u!81 &1963847630
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AudioListener:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1963847629}
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m_Enabled: 1
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--- !u!20 &1963847631
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--- !u!20 &1963847631
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Camera:
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Camera:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -338,7 +329,7 @@ Camera:
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m_Enabled: 1
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m_Enabled: 1
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serializedVersion: 2
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serializedVersion: 2
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m_ClearFlags: 1
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m_ClearFlags: 1
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m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0}
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m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 1}
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m_projectionMatrixMode: 1
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m_projectionMatrixMode: 1
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m_GateFitMode: 2
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m_GateFitMode: 2
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m_FOVAxisMode: 0
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m_FOVAxisMode: 0
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@ -379,7 +370,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1963847629}
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m_GameObject: {fileID: 1963847629}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 1, z: -0.8}
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m_LocalPosition: {x: 0, y: 0.25, z: -0.8}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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@ -167,7 +167,7 @@
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return col;
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return col;
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}
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}
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float3 frag(v2f i) : SV_Target
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float4 frag(v2f i) : SV_Target
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{
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{
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float3 sun_dir = float3(sin(_SunAngle), 0, cos(_SunAngle));
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float3 sun_dir = float3(sin(_SunAngle), 0, cos(_SunAngle));
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@ -195,7 +195,7 @@
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float3 col = sky(dir, theta, phi, sun_dir);
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float3 col = sky(dir, theta, phi, sun_dir);
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col = lerp(col, _WaterCol, water_mod);
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col = lerp(col, _WaterCol, water_mod);
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return col;
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return float4(col, 1);
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}
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}
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ENDCG
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ENDCG
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}
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}
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