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fix: use _UseEmission2nd for emission 2nd #1184

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Sep 17, 2024
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3 changes: 2 additions & 1 deletion CHANGELOG-PRERELEASE.md
Original file line number Diff line number Diff line change
Expand Up @@ -14,8 +14,9 @@ The format is based on [Keep a Changelog].
- We may relax some restriction in the future.
- Because we have to check for each condition if we use AnyState but we can check for only one (in best case) with entry/exit, this generally reduces cost for checking an parameter in a state.
- Combined with Entry / Exit to 1D BlendTree optimization, which is implemented in previous release, your AnyState layer may be optimized to 1D BlendTree.
- Optimize Texture in Trace nad Optimize `#1181`
- Optimize Texture in Trace nad Optimize `#1181` `#1184`
- Avatar Optimizer will pack texture and tries to reduce the VRAM usage.
- Currently liltoon is only supported.

### Changed
- Skip Enablement Mismatched Renderers is now disabled by default `#1169`
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3 changes: 2 additions & 1 deletion CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -14,8 +14,9 @@ The format is based on [Keep a Changelog].
- We may relax some restriction in the future.
- Because we have to check for each condition if we use AnyState but we can check for only one (in best case) with entry/exit, this generally reduces cost for checking an parameter in a state.
- Combined with Entry / Exit to 1D BlendTree optimization, which is implemented in previous release, your AnyState layer may be optimized to 1D BlendTree.
- Optimize Texture in Trace nad Optimize `#1181`
- Optimize Texture in Trace nad Optimize `#1181` `#1184`
- Avatar Optimizer will pack texture and tries to reduce the VRAM usage.
- Currently liltoon is only supported.

### Changed
- Skip Enablement Mismatched Renderers is now disabled by default `#1169`
Expand Down
2 changes: 1 addition & 1 deletion Editor/APIInternal/ShaderInformation.Liltoon.cs
Original file line number Diff line number Diff line change
Expand Up @@ -127,7 +127,7 @@ public override bool GetTextureUsageInformationForMaterial(TextureUsageInformati
UsingUVChannels.NonMesh, null); // GradationMap UV is based on color
LIL_SAMPLE_2D_WithMat("_MainColorAdjustMask", "_MainTex", uvMain, uvMainMatrix); // simple LIL_SAMPLE_2D

if (matInfo.GetInteger("_UseMain2ndTex") != 0)
if (matInfo.GetInteger("_UseEmission2nd") != 0)
{
// caller of lilGetMain2nd will pass sampler for _MainTex as samp
SamplerStateInformation samp = "_MainTex";
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