Added PBRScope;
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@@ -71,7 +71,7 @@ Shader "HDRP/Toon"
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_AnisotropyMap("AnisotropyMap", 2D) = "white" {}
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[ToggleUI] _Use_Anisotropy("Use Anisotropy", int) = 0
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_KKColor("BaseColor", Color) = (1,1,1,1)
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_BSDFContribution("_BSDFContribution", Float) = 0
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_BSDFContribution("_BSDFContribution", Range(0.0,1.0)) = 0
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[HideInInspector] _DiffusionProfile("Obsolete, kept for migration purpose", Int) = 0
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[HideInInspector] _DiffusionProfileAsset("Diffusion Profile Asset", Vector) = (0, 0, 0, 0)
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@@ -267,7 +267,7 @@ 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(ThreeColorStep, SDF, Ramp)] _Shading_Mode("Shade Grade mode", Float) = 0
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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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[KeywordEnum(Off, Standard, Anisotropy, KKHair, Toon)] _PBR_Mode("PBR Mode", int) = 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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