diff --git a/Assets/Render/EyeUnifiedSprite.shader b/Assets/Render/EyeUnifiedSprite.shader index 3d08b3159..db02f6bed 100644 --- a/Assets/Render/EyeUnifiedSprite.shader +++ b/Assets/Render/EyeUnifiedSprite.shader @@ -133,23 +133,23 @@ Shader "AIBIS/EyeUnifiedSprite" return saturate(mul(mat, color)); } - fixed4 sampleMainTex(float2 uv) + half4 sampleMainTex(float2 uv) { - return tex2D(_MainTex, uv); + return tex2D(_MainTex, saturate(uv)); } - fixed3 GaussianBlurRgb(float2 uv, float stepSize) + half3 GaussianBlurRgb(float2 uv, float stepSize) { float angle = 1.937315; // ~111 deg, matches MemoryTuningSprite float2 stepDir = float2(sin(angle), cos(angle)); float2 stepUv = stepDir * stepSize; #if defined(SHADER_API_MOBILE) - fixed3 rgb = sampleMainTex(uv).rgb * 0.34; + half3 rgb = sampleMainTex(uv).rgb * 0.34; rgb += sampleMainTex(uv + stepUv).rgb * 0.33; rgb += sampleMainTex(uv - stepUv).rgb * 0.33; #else - fixed3 rgb = sampleMainTex(uv).rgb * 0.18; + half3 rgb = sampleMainTex(uv).rgb * 0.18; rgb += sampleMainTex(uv + stepUv * 1.0).rgb * 0.15; rgb += sampleMainTex(uv - stepUv * 1.0).rgb * 0.15; rgb += sampleMainTex(uv + stepUv * 2.0).rgb * 0.12;