Improve AmbientScope and OutlineScope
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@@ -223,11 +223,6 @@ Shader "HDRP/Toon"
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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[ToggleUI] _SupportDecals("Support Decals", Float) = 1.0
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[ToggleUI] _ReceivesSSR("Receives SSR", Float) = 0.0
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[ToggleUI] _ReceivesSSAO("Receives SSAO", Float) = 1.0
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_AO_Factor("_AO_Factor", Range(0.0, 1.0)) = 1
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[ToggleUI] _ReceivesSSGI("Receives SSGI", Float) = 1.0
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_GI_Factor("_GI_Factor", Range(0.0, 1.0)) = 1
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[ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0
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// -----------------------------------------------------------------------
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@@ -287,7 +282,6 @@ Shader "HDRP/Toon"
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// Surface Inputs
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_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
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_NormalScale("_NormalScale", Range(0.0, 8.0)) = 1
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//_NormalMapOS("NormalMapOS", 2D) = "white" {} // Object space normal map - no good default value
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_Metallic("_Metallic", Range(0.0, 1.0)) = 0
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_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.0
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@@ -300,12 +294,28 @@ Shader "HDRP/Toon"
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_AlphaRemapMax("AlphaRemapMax", Float) = 1.0
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_AORemapMin("AORemapMin", Float) = 0.0
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_AORemapMax("AORemapMax", Float) = 1.0
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[ToggleUI] _Use_SSSLut("Use SSSLut", Int) = 0
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_SSSLutMap("SSSLutMap", 2D) = "white" {}
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[ToggleUI, HideInInspector] _Use_SSSLut("Use SSSLut", Int) = 0
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_SSSIntensity("SSSIntensity", Range(0.0, 3.0)) = 1.0
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_HairBlendingMap("HairBlendingMap", 2D) = "black" {}
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// Ambient
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[KeywordEnum(Off, IBL, MatCap, Ramp)]_Indirect_Diffuse_Mode("_Indirect_Diffuse_Mode", Integer) = 1
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[KeywordEnum(Off, IBL, MatCap)]_Indirect_Specular_Mode("_Indirect_Specular_Mode", Integer) = 1
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_IndirectDiffuseMatCapMap("IndirectDiffuseMatCapMap", 2D) = "black" {}
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_IndirectDiffuseMatCapLod("IndirectDiffuseMatCapMapLOD", Range(-5, 5)) = 0.0
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_IndirectDiffuseIntensity("Indirect Diffuse Intensity", Range(0, 5)) = 1.0
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_SSAOWeight("SSAO Weight", Range(0.0, 1.0)) = 1.0
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_SSGIWeight("SSGI Weight", Range(0.0, 1.0)) = 1.0
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_IndirectSpecularMatCapMap("IndirectSpecularMatCapMap", 2D) = "black" {}
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_IndirectSpecularMatCapLod("IndirectSpecularMatCapMapLOD", Range(-5, 5)) = 0.0
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_IndirectSpecularIntensity("Indirect Specular Intensity", Range(0, 5)) = 1.0
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_SSRWeight("SSR Weight", Range(0.0, 1.0)) = 1.0
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// Angel Rings
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_AngelRingColor("Angel Ring Color", Color) = (1, 1, 1, 1)
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@@ -319,12 +329,13 @@ Shader "HDRP/Toon"
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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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[ToggleUI] _AlbedoAffectOutline("Albedo Affect Outline", Float) = 1
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[ToggleUI] _SkyColorAffectOutline("Sky Color Affect Outline", Float) = 1
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_SkyColorIntensity("Sky Color Intensity", Range(0, 5)) = 1
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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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[ToggleUI] _UseSmoothedNormal("Use Smoothed Normal", Float) = 0
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@@ -429,12 +440,8 @@ Shader "HDRP/Toon"
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//RimLightMask
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_Set_RimLightMask("Set_RimLightMask", 2D) = "white" {}
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_Tweak_RimLightMaskLevel("Tweak_RimLightMaskLevel", Range(-1, 1)) = 0
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//
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[Enum(Off, 0, IBL, 1, Matcap, 2, Ramp, 3)]_Indirect_Diffuse_Mode("_Indirect_Diffuse_Mode", Integer) = 0
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[Enum(Off, 0, IBL, 1, Matcap, 2)]_Indirect_Specular_Mode("_Indirect_Specular_Mode", Integer) = 0
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[Toggle(_)] _MatCap("MatCap", Float) = 0
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_MatCapMap("MatCapMap", 2D) = "black" {}
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//v.2.0.6
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_BlurLevelMatcap("Blur Level of MatCap_Sampler", Range(0, 10)) = 0
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_MatCapColor("MatCapColor", Color) = (1, 1, 1, 1)
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@@ -473,8 +480,6 @@ Shader "HDRP/Toon"
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[Toggle(_)] _Is_ViewCoord_Scroll("Is_ViewCoord_Scroll", Float) = 0
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//
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//GI Intensity
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_ID_Intensity("GI_Intensity", Range(0, 1)) = 1
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_IR_Intensity("GI_Intensity", Range(0, 1)) = 1
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_Light_Intensity_Multiplier("Light_Intensity_Multiplier" , Range(0, 1)) = 0.25
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//For VR Chat under No effective light objects
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_Unlit_Intensity("Unlit_Intensity", Range(0, 4)) = 0
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@@ -1010,8 +1015,8 @@ Shader "HDRP/Toon"
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#pragma shader_feature_local_fragment _RECEIVE_SCREEN_SPACE_SHADOW_ON
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#pragma shader_feature_local_fragment _RECEIVE_HAIR_SHADOW_ON
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#pragma shader_feature_local_fragment _INDIRECT_DIFFUSE_OFF _INDIRECT_DIFFUSE_IBL _INDIRECT_DIFFUSE_MATCAP _INDIRECT_DIFFUSE_RAMP
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#pragma shader_feature_local_fragment _INDIRECT_SPECULAR_OFF _INDIRECT_SPECULAR_IBL _INDIRECT_SPECULAR_MATCAP
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#pragma shader_feature_local_fragment _INDIRECT_DIFFUSE_MODE_OFF _INDIRECT_DIFFUSE_MODE_IBL _INDIRECT_DIFFUSE_MODE_MATCAP _INDIRECT_DIFFUSE_MODE_RAMP
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#pragma shader_feature_local_fragment _INDIRECT_SPECULAR_MODE_OFF _INDIRECT_SPECULAR_MODE_IBL _INDIRECT_SPECULAR_MODE_MATCAP
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#pragma shader_feature_local_fragment _MASKMAP
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#pragma shader_feature_local_fragment _NORMAL_MAP
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