Code Cleanup;
This commit is contained in:
358
Runtime/HDRP/Shaders/Includes/Properties/UtsHdrpProperties.hlsl
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358
Runtime/HDRP/Shaders/Includes/Properties/UtsHdrpProperties.hlsl
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// ===========================================================================
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// WARNING:
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// On PS4, texture/sampler declarations need to be outside of CBuffers
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// Otherwise those parameters are not bound correctly at runtime.
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// ===========================================================================
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#define fixed half
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#define UNITY_TEXTURE_STREAMING_DEBUG_VARS
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float4 unity_MipmapStreaming_DebugTex_ST;
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float4 unity_MipmapStreaming_DebugTex_TexelSize;
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float4 unity_MipmapStreaming_DebugTex_MipInfo;
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float4 unity_MipmapStreaming_DebugTex_StreamInfo;
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// Unity Toon Shader
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#include "UtsTextures.hlsl"
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// Lit
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TEXTURE2D(_DistortionVectorMap);
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SAMPLER(sampler_DistortionVectorMap);
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TEXTURE2D(_EmissiveColorMap);
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SAMPLER(sampler_EmissiveColorMap);
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#ifndef LAYERED_LIT_SHADER
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TEXTURE2D(_DiffuseLightingMap);
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SAMPLER(sampler_DiffuseLightingMap);
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TEXTURE2D(_BaseColorMap);
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SAMPLER(sampler_BaseColorMap);
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TEXTURE2D(_HairBlendingMap);
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SAMPLER(sampler_HairBlendingMap);
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TEXTURE2D(_MaskMap);
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SAMPLER(sampler_MaskMap);
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TEXTURE2D(_BentNormalMap); // Reuse sampler from normal map
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SAMPLER(sampler_BentNormalMap);
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TEXTURE2D(_NormalMap);
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SAMPLER(sampler_NormalMap);
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TEXTURE2D(_NormalMapOS);
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SAMPLER(sampler_NormalMapOS);
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TEXTURE2D(_DetailMap);
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SAMPLER(sampler_DetailMap);
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TEXTURE2D(_HeightMap);
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SAMPLER(sampler_HeightMap);
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TEXTURE2D(_TangentMap);
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SAMPLER(sampler_TangentMap);
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TEXTURE2D(_TangentMapOS);
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SAMPLER(sampler_TangentMapOS);
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TEXTURE2D(_AnisotropyMap);
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SAMPLER(sampler_AnisotropyMap);
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TEXTURE2D(_SubsurfaceMaskMap);
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SAMPLER(sampler_SubsurfaceMaskMap);
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TEXTURE2D(_ThicknessMap);
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SAMPLER(sampler_ThicknessMap);
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TEXTURE2D(_IridescenceThicknessMap);
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SAMPLER(sampler_IridescenceThicknessMap);
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TEXTURE2D(_IridescenceMaskMap);
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SAMPLER(sampler_IridescenceMaskMap);
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TEXTURE2D(_SpecularColorMap);
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SAMPLER(sampler_SpecularColorMap);
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TEXTURE2D(_TransmittanceColorMap);
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SAMPLER(sampler_TransmittanceColorMap);
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TEXTURE2D(_CoatMaskMap);
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SAMPLER(sampler_CoatMaskMap);
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TEXTURE2D(_SSSLutMap);
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//SAMPLER(sampler_SSSLutMap); //Use s_linear_clamp_sampler instead
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TEXTURE2D(_SDFShadowTex);
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SAMPLER(sampler_SDFShadowTex);
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TEXTURE2D(_HairShadowTex);
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TEXTURE2D(_HairBlendingTex);
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#else
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// Set of users variables
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#define PROP_DECL(type, name) type name##0, name##1, name##2, name##3
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// sampler are share by texture type inside a layered material but we need to support that a particualr layer have no texture, so we take the first sampler of available texture as the share one
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// mean we must declare all sampler
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#define PROP_DECL_TEX2D(name)\
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TEXTURE2D(CALL_MERGE_NAME(name, 0)); \
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SAMPLER(CALL_MERGE_NAME(CALL_MERGE_NAME(sampler, name), 0)); \
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TEXTURE2D(CALL_MERGE_NAME(name, 1)); \
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SAMPLER(CALL_MERGE_NAME(CALL_MERGE_NAME(sampler, name), 1)); \
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TEXTURE2D(CALL_MERGE_NAME(name, 2)); \
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SAMPLER(CALL_MERGE_NAME(CALL_MERGE_NAME(sampler, name), 2)); \
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TEXTURE2D(CALL_MERGE_NAME(name, 3)); \
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SAMPLER(CALL_MERGE_NAME(CALL_MERGE_NAME(sampler, name), 3))
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PROP_DECL_TEX2D(_BaseColorMap);
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PROP_DECL_TEX2D(_MaskMap);
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PROP_DECL_TEX2D(_BentNormalMap);
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PROP_DECL_TEX2D(_NormalMap);
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PROP_DECL_TEX2D(_NormalMapOS);
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PROP_DECL_TEX2D(_DetailMap);
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PROP_DECL_TEX2D(_HeightMap);
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PROP_DECL_TEX2D(_SubsurfaceMaskMap);
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PROP_DECL_TEX2D(_ThicknessMap);
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TEXTURE2D(_LayerMaskMap);
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SAMPLER(sampler_LayerMaskMap);
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TEXTURE2D(_LayerInfluenceMaskMap);
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SAMPLER(sampler_LayerInfluenceMaskMap);
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#endif
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CBUFFER_START(UnityPerMaterial)
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#include "UtsUnityPerMaterial.hlsl"
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// shared constant between lit and layered lit
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float _AlphaCutoff;
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float _UseShadowThreshold;
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float _AlphaCutoffShadow;
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float _AlphaCutoffPrepass;
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float _AlphaCutoffPostpass;
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float4 _DoubleSidedConstants;
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float _DistortionScale;
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float _DistortionVectorScale;
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float _DistortionVectorBias;
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float _DistortionBlurScale;
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float _DistortionBlurRemapMin;
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float _DistortionBlurRemapMax;
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float _PPDMaxSamples;
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float _PPDMinSamples;
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float _PPDLodThreshold;
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float3 _EmissiveColor;
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float _AlbedoAffectEmissive;
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float _EmissiveExposureWeight;
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int _SpecularOcclusionMode;
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// Transparency
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float3 _TransmittanceColor;
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float _Ior;
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float _ATDistance;
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// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
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// value that exist to identify if the GI emission need to be enabled.
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// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.
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// TODO: Fix the code in legacy unity so we can customize the beahvior for GI
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float3 _EmissionColor;
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float4 _EmissiveColorMap_ST;
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float _TexWorldScaleEmissive;
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float4 _UVMappingMaskEmissive;
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float _ID_Intensity;
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float _IR_Intensity;
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float4 _InvPrimScale; // Only XY are used
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// Wind
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float _InitialBend;
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float _Stiffness;
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float _Drag;
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float _ShiverDrag;
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float _ShiverDirectionality;
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// Specular AA
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float _EnableGeometricSpecularAA;
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float _SpecularAAScreenSpaceVariance;
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float _SpecularAAThreshold;
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#ifndef LAYERED_LIT_SHADER
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// Set of users variables
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float4 _BaseColor;
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float4 _BaseColorMap_ST;
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float4 _BaseColorMap_TexelSize;
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float4 _BaseColorMap_MipInfo;
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float _Metallic;
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float _MetallicRemapMin;
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float _MetallicRemapMax;
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float _Smoothness;
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float _SmoothnessRemapMin;
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float _SmoothnessRemapMax;
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float _Roughness;
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float _RoughnessRemapMin;
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float _RoughnessRemapMax;
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float _AlphaRemapMin;
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float _AlphaRemapMax;
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float _AORemapMin;
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float _AORemapMax;
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float _SSSIntensity;
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int _Use_SSSLut;
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float4 _SpecularColor;
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float _ToonSpecularStep;
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float _ToonSpecularFeather;
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float _ReceivesSSR;
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float _ReceivesSSAO;
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float _AO_Factor;
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float _ReceivesSSGI;
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float _GIMultiplier;
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float _NormalScale;
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float4 _DetailMap_ST;
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float _DetailAlbedoScale;
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float _DetailNormalScale;
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float _DetailSmoothnessScale;
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float4 _HeightMap_TexelSize; // Unity facility. This will provide the size of the heightmap to the shader
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float _HeightAmplitude;
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float _HeightCenter;
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float _Anisotropy;
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float4 _AnisotropyMap_ST;
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int _Use_Anisotropy;
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float4 _KKColor;
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float _BSDFContribution;
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float _DiffusionProfileHash;
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float _SubsurfaceMask;
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float _TransmissionMask;
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float _Thickness;
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float4 _ThicknessRemap;
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float _IridescenceThickness;
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float4 _IridescenceThicknessRemap;
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float _IridescenceMask;
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float _CoatMask;
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//float4 _SpecularColor;
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float _EnergyConservingSpecularColor;
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float _TexWorldScale;
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float _InvTilingScale;
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float4 _UVMappingMask;
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float4 _UVDetailsMappingMask;
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float _LinkDetailsWithBase;
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float _ObjectSpaceUVMapping;
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#else // LAYERED_LIT_SHADER
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// Set of users variables
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PROP_DECL(float4, _BaseColor);
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float4 _BaseColorMap0_ST;
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float4 _BaseColorMap1_ST;
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float4 _BaseColorMap2_ST;
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float4 _BaseColorMap3_ST;
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float4 _BaseColorMap0_TexelSize;
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float4 _BaseColorMap0_MipInfo;
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PROP_DECL(float, _Metallic);
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PROP_DECL(float, _MetallicRemapMin);
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PROP_DECL(float, _MetallicRemapMax);
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PROP_DECL(float, _Smoothness);
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PROP_DECL(float, _SmoothnessRemapMin);
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PROP_DECL(float, _SmoothnessRemapMax);
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PROP_DECL(float, _AORemapMin);
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PROP_DECL(float, _AORemapMax);
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PROP_DECL(float, _NormalScale);
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float4 _NormalMap0_TexelSize; // Unity facility. This will provide the size of the base normal to the shader
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float4 _HeightMap0_TexelSize;
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float4 _HeightMap1_TexelSize;
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float4 _HeightMap2_TexelSize;
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float4 _HeightMap3_TexelSize;
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float4 _DetailMap0_ST;
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float4 _DetailMap1_ST;
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float4 _DetailMap2_ST;
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float4 _DetailMap3_ST;
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PROP_DECL(float, _UVDetail);
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PROP_DECL(float, _DetailAlbedoScale);
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PROP_DECL(float, _DetailNormalScale);
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PROP_DECL(float, _DetailSmoothnessScale);
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PROP_DECL(float, _HeightAmplitude);
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PROP_DECL(float, _HeightCenter);
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PROP_DECL(float, _DiffusionProfileHash);
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PROP_DECL(float, _SubsurfaceMask);
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PROP_DECL(float, _Thickness);
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PROP_DECL(float4, _ThicknessRemap);
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PROP_DECL(float, _OpacityAsDensity);
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float _InheritBaseNormal1;
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float _InheritBaseNormal2;
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float _InheritBaseNormal3;
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float _InheritBaseHeight1;
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float _InheritBaseHeight2;
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float _InheritBaseHeight3;
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float _InheritBaseColor1;
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float _InheritBaseColor2;
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float _InheritBaseColor3;
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PROP_DECL(float, _HeightOffset);
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float _HeightTransition;
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float4 _LayerMaskMap_ST;
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float _TexWorldScaleBlendMask;
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PROP_DECL(float, _TexWorldScale);
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PROP_DECL(float, _InvTilingScale);
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float4 _UVMappingMaskBlendMask;
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PROP_DECL(float4, _UVMappingMask);
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PROP_DECL(float4, _UVDetailsMappingMask);
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PROP_DECL(float, _LinkDetailsWithBase);
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#endif // LAYERED_LIT_SHADER
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// Tessellation specific
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#ifdef TESSELLATION_ON
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float _TessellationFactor;
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float _TessellationFactorMinDistance;
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float _TessellationFactorMaxDistance;
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float _TessellationFactorTriangleSize;
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float _TessellationShapeFactor;
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float _TessellationBackFaceCullEpsilon;
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float _TessellationObjectScale;
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float _TessellationTilingScale;
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#endif
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// Following two variables are feeded by the C++ Editor for Scene selection
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int _ObjectId;
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int _PassValue;
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CBUFFER_END
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float _Outline_MaxWidth;
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float4 _HairShadowRTHandleScale;
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float _HairShadowDistance;
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float _HairShadowDistanceScaleFactor;
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float _HairShadowDepthBias;
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float _HairShadowFadeInDistance;
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float _HairShadowFadeOutDistance;
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float4 _HairBlendingRTHandleScale;
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: f766a049b2bd4cd4bac4693fe41e62b2
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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21
Runtime/HDRP/Shaders/Includes/Properties/UtsTextures.hlsl
Normal file
21
Runtime/HDRP/Shaders/Includes/Properties/UtsTextures.hlsl
Normal file
@@ -0,0 +1,21 @@
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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TEXTURE2D(_1st_ShadeMap);
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TEXTURE2D(_2nd_ShadeMap);
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TEXTURE2D(_MatCapMap);
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sampler _Set_1st_ShadePosition;
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sampler _Set_2nd_ShadePosition;
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sampler _ShadingGradeMap;
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sampler _HighColor_Tex;
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sampler _Set_HighColorMask;
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sampler _Set_RimLightMask;
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sampler _NormalMapForMatCap;
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sampler _Set_MatcapMask;
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sampler _Emissive_Tex;
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// sampler2D _ClippingMask;
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TEXTURE2D(_ClippingMask);
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sampler _AngelRing_Sampler;
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sampler _Outline_Sampler;
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sampler _OutlineTex;
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sampler _BakedNormal;
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 5b757fd47d2cd7d4e8b2e32ece1f6f8d
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,205 @@
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// cosntant in Unity Toon Shader
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float _utsTechnique;
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float4 _Color;
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fixed _Use_BaseAs1st;
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fixed _Use_1stAs2nd;
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fixed _Is_LightColor_Base;
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float4 _MainTex_ST;
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float4 _1st_ShadeMap_ST;
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float4 _1st_ShadeColor;
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fixed _Is_LightColor_1st_Shade;
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float4 _2nd_ShadeMap_ST;
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float4 _2nd_ShadeColor;
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fixed _Is_LightColor_2nd_Shade;
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fixed _Is_NormalMapToBase;
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fixed _Set_SystemShadowsToBase;
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float _Tweak_SystemShadowsLevel;
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float _ShadowBias;
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float _SDFShadowLevel;
|
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float _SDFSmoothGamma;
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float _SDFNoseHighlightCoef;
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float _SDFNoseHighlightSmoothRange;
|
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float _EyeParallaxAmount;
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float _HairBlendingFactor;
|
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|
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float _BaseColor_Step;
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float _BaseShade_Feather;
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float4 _Set_1st_ShadePosition_ST;
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float _ShadeColor_Step;
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float _1st2nd_Shades_Feather;
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float4 _Set_2nd_ShadePosition_ST;
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float4 _ShadingGradeMap_ST;
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float _Tweak_ShadingGradeMapLevel;
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fixed _BlurLevelSGM;
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//
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float _1st_ShadeColor_Step;
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float _1st_ShadeColor_Feather;
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float _2nd_ShadeColor_Step;
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float _2nd_ShadeColor_Feather;
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||||
|
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float4 _HighColor;
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float4 _HighColor_Tex_ST;
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fixed _Is_LightColor_HighColor;
|
||||
|
||||
fixed _Is_NormalMapToHighColor;
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float _HighColor_Power;
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fixed _Is_SpecularToHighColor;
|
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fixed _Is_BlendAddToHiColor;
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fixed _Is_BlendAddToRimColor;
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fixed _Is_UseTweakHighColorOnShadow;
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float _TweakHighColorOnShadow;
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float4 _Set_HighColorMask_ST;
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float _Tweak_HighColorMaskLevel;
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fixed _RimLight;
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float4 _RimLightColor;
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float _RimLight_Strength;
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fixed _Is_LightColor_RimLight;
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fixed _Is_NormalMapToRimLight;
|
||||
float _RimLight_Power;
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float _RimLight_InsideMask;
|
||||
fixed _RimLight_FeatherOff;
|
||||
fixed _LightDirection_MaskOn;
|
||||
float _Tweak_LightDirection_MaskLevel;
|
||||
fixed _Add_Antipodean_RimLight;
|
||||
float4 _Ap_RimLightColor;
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||||
fixed _Is_LightColor_Ap_RimLight;
|
||||
float _Ap_RimLight_Power;
|
||||
fixed _Ap_RimLight_FeatherOff;
|
||||
float4 _Set_RimLightMask_ST;
|
||||
float _Tweak_RimLightMaskLevel;
|
||||
fixed _MatCap;
|
||||
float4 _MatCap_Sampler_ST;
|
||||
float4 _MatCapColor;
|
||||
fixed _Is_LightColor_MatCap;
|
||||
fixed _Is_BlendAddToMatCap;
|
||||
float _Tweak_MatCapUV;
|
||||
float _Rotate_MatCapUV;
|
||||
fixed _Is_NormalMapForMatCap;
|
||||
float4 _NormalMapForMatCap_ST;
|
||||
float _Rotate_NormalMapForMatCapUV;
|
||||
fixed _Is_UseTweakMatCapOnShadow;
|
||||
float _TweakMatCapOnShadow;
|
||||
float4 _Set_MatcapMask_ST;
|
||||
float _Tweak_MatcapMaskLevel;
|
||||
fixed _Is_Ortho;
|
||||
float _CameraRolling_Stabilizer;
|
||||
fixed _BlurLevelMatcap;
|
||||
fixed _Inverse_MatcapMask;
|
||||
float _BumpScale;
|
||||
float _BumpScaleMatcap;
|
||||
float4 _Emissive_Tex_ST;
|
||||
float4 _Emissive_Color;
|
||||
|
||||
fixed _Is_ViewCoord_Scroll;
|
||||
float _Rotate_EmissiveUV;
|
||||
float _Base_Speed;
|
||||
float _Scroll_EmissiveU;
|
||||
float _Scroll_EmissiveV;
|
||||
fixed _Is_PingPong_Base;
|
||||
float4 _ColorShift;
|
||||
float4 _ViewShift;
|
||||
float _ColorShift_Speed;
|
||||
fixed _Is_ColorShift;
|
||||
fixed _Is_ViewShift;
|
||||
float3 emissive;
|
||||
//
|
||||
float _Unlit_Intensity;
|
||||
|
||||
fixed _Is_Filter_HiCutPointLightColor;
|
||||
fixed _Is_Filter_LightColor;
|
||||
|
||||
float _StepOffset;
|
||||
fixed _Is_BLD;
|
||||
float _Offset_X_Axis_BLD;
|
||||
float _Offset_Y_Axis_BLD;
|
||||
fixed _Inverse_Z_Axis_BLD;
|
||||
|
||||
float4 _ClippingMask_ST;
|
||||
|
||||
fixed _IsBaseMapAlphaAsClippingMask;
|
||||
float _Clipping_Level;
|
||||
fixed _Inverse_Clipping;
|
||||
float _Tweak_transparency;
|
||||
fixed _AngelRing;
|
||||
float4 _AngelRing_Sampler_ST;
|
||||
|
||||
float _BaseColorVisible;
|
||||
float _BaseColorOverridden;
|
||||
float4 _BaseColorMaskColor;
|
||||
|
||||
float _FirstShadeVisible;
|
||||
float _FirstShadeOverridden;
|
||||
float4 _FirstShadeMaskColor;
|
||||
|
||||
float _SecondShadeVisible;
|
||||
float _SecondShadeOverridden;
|
||||
float4 _SecondShadeMaskColor;
|
||||
|
||||
float _HighlightVisible;
|
||||
float _HighlightOverridden;
|
||||
float4 _HighlightMaskColor;
|
||||
|
||||
float _AngelRingVisible;
|
||||
float _AngelRingOverridden;
|
||||
float4 _AngelRingMaskColor;
|
||||
|
||||
float _RimLightVisible;
|
||||
float _RimLightOverridden;
|
||||
float4 _RimLightMaskColor;
|
||||
|
||||
float _OutlineVisible;
|
||||
float _OutlineOverridden;
|
||||
float4 _OutlineMaskColor;
|
||||
|
||||
float _ComposerMaskMode;
|
||||
int _ClippingMatteMode;
|
||||
|
||||
float _GI_Intensity;
|
||||
float _Light_Intensity_Multiplier;
|
||||
|
||||
|
||||
float4 _AngelRing_Color;
|
||||
fixed _Is_LightColor_AR;
|
||||
float _AR_Intensity;
|
||||
float _AR_ShadowIntensity;
|
||||
float _AR_OffsetU;
|
||||
float _AR_OffsetV;
|
||||
fixed _ARSampler_AlphaOn;
|
||||
|
||||
// Unity Toon Shader Outline
|
||||
|
||||
float _Outline_Width;
|
||||
float _Farthest_Distance;
|
||||
float _Nearest_Distance;
|
||||
float4 _Outline_Sampler_ST;
|
||||
float4 _Outline_Color;
|
||||
fixed _Is_BlendBaseColor;
|
||||
float _Offset_Z;
|
||||
float4 _OutlineTex_ST;
|
||||
fixed _Is_OutlineTex;
|
||||
float4 _BakedNormal_ST;
|
||||
fixed _Is_BakedNormal;
|
||||
fixed _UseSmoothedNormal;
|
||||
|
||||
float _ZOverDrawMode;
|
||||
//
|
||||
|
||||
#if defined(_UTS_TOON_EV_PER_MODEL)
|
||||
// not in materials
|
||||
int _ToonLightHiCutFilter;
|
||||
int _ToonEvAdjustmentCurve;
|
||||
float _ToonEvAdjustmentValueArray[128];
|
||||
float _ToonEvAdjustmentValueMin;
|
||||
float _ToonEvAdjustmentValueMax;
|
||||
float _ToonEvAdjustmentCompensation;
|
||||
#endif //#if !defined(_UTS_TOON_EV_PER_MODEL)
|
||||
|
||||
|
||||
float _BlendMode;
|
||||
|
||||
float3 _ObjectCenterPositionWS;
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7efa59ca140c8c1448f8198e85ed27ec
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user