@pixiv/three-vrm-materials-mtoon 3.4.5 → 3.5.1

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@@ -891,7 +891,7 @@ void main() {
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  #ifndef PHYSICALLY_CORRECT_LIGHTS
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  reflectedLight.directSpecular /= PI;
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  #endif
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- vec3 rimMix = mix( vec3( 1.0 ), reflectedLight.directSpecular, 1.0 );
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+ vec3 rimMix = mix( vec3( 1.0 ), reflectedLight.directSpecular, rimLightingMixFactor );
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  vec3 rim = parametricRimColorFactor * pow( saturate( 1.0 - dot( viewDir, normal ) + parametricRimLiftFactor ), parametricRimFresnelPowerFactor );
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