Added UtsEvaluateAngelRing;
Added UTSTonemapping;
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@@ -246,7 +246,7 @@ Shader "HDRP/Toon"
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_EmissionColor("Color", Color) = (1, 1, 1)
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// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
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_MainTex("BaseMap", 2D) = "white" {}
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_MainTex("Base Map", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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@@ -274,23 +274,25 @@ Shader "HDRP/Toon"
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[Enum(Off, 0, FRONT, 1, BACK, 2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK
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[KeywordEnum(Standard, FrontHair, Face, Eye)] _Material_Type("Material Type", int) = 0
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[KeywordEnum(Off, Standard, Anisotropy, Hair, Toon)] _PBR_Mode("PBR MODE", int) = 0
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[Toggle] _Receive_Hair_Shadow("ReceiveHairShadow", Float) = 0
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[ToggleUI] _HairBlendingTarget("HairBlendingTarget", Float) = 0
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[HideInInspector] _SurfaceFeatures("SurfaceFeatures", Float) = 0
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[Toggle] _Receive_Hair_Shadow("Receive HairS hadow", Float) = 0
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[ToggleUI] _HairBlendingTarget("Hair Blending Target", Float) = 0
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_SurfaceFeatures("Surface Features", Float) = 0
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// Angel Rings
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_AngelRingColor("AngelRingColor", Color) = (1, 1, 1, 1)
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_AngelRingColorMap("AngelRingColorMap", 2D) = "black" {}
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_AngelRingIntensity("AngelRingIntensity", Range(0, 10)) = 1
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_AngelRingColor("Angel Ring Color", Color) = (1, 1, 1, 1)
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_AngelRingColorMap("Angel Ring Color Map", 2D) = "black" {}
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_AngelRingIntensity("Angel Ring Intensity", Range(0, 10)) = 1
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_AngelRingOffsetU("Angel Ring Offset U", Range(0, 1)) = 0
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_AngelRingOffsetV("Angel Ring Offset V", Range(0, 1)) = 0
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// Outline
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_OutlineWidth("OutlineWidth", Float) = 0
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_OutlineWidthMap("OutlineTex", 2D) = "white" {}
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_OutlineColor("OutlineColor", Color) = (0.5, 0.5, 0.5, 1)
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_OutlineColorMap("OutlineColorMap", 2D) = "white" {}
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_OutlineWidth("Outline Width", Float) = 0
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_OutlineWidthMap("Outline Tex", 2D) = "white" {}
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_OutlineColor("Outline Color", Color) = (0.5, 0.5, 0.5, 1)
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_OutlineColorMap("Outline Color Map", 2D) = "white" {}
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[Toggle(_)] _AlbedoAffectOutline("AlbedoAffectOutline", Float) = 0
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_OutlineFadeIn("_OutlineFadeIn", Float) = 50
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_OutlineFadeOut("_OutlineFadeOut", Float) = 100
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_OutlineFadeIn("Outline Fade In", Float) = 50
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_OutlineFadeOut("Outline Fade Out", Float) = 100
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[Toggle(_)] _UseSmoothedNormal("Use Smoothed Normal", Float) = 0
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//[HideInInspector]_Cutoff("Alpha cutoff", Range(0, 1)) = 0.5
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_BakedNormal("Baked Normal for Outline", 2D) = "white" {}
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