Added new stocking scope to shader gui;

Added new stocking surface feature;
Added unity 6.3 support;

Fixed the issue that ssr weight does not blend ibl and ssr properly;
Fixed the issue that material recive ssr regardless of specular ambient mode;
This commit is contained in:
2025-08-17 13:10:38 +09:00
parent aeb4da48eb
commit 973f617590
27 changed files with 196 additions and 142 deletions

View File

@@ -191,6 +191,13 @@ Shader "HDRP/Toon"
_IndirectSpecularIntensity("Indirect Specular Intensity", Range(0, 5)) = 1.0
_SSRWeight("SSR Weight", Range(0.0, 1.0)) = 1.0
// Angel Rings
_AngelRingColor("Angel Ring Color", Color) = (1, 1, 1, 1)
_AngelRingColorMap("Angel Ring Color Map", 2D) = "black" {}
_AngelRingIntensity("Angel Ring Intensity", Range(0, 10)) = 1
_AngelRingOffsetU("Angel Ring Offset U", Range(0, 1)) = 0
_AngelRingOffsetV("Angel Ring Offset V", Range(0, 1)) = 0
// Rim Light
_RimLightColor("Rim Light Color", Color) = (1, 1, 1, 1)
_RimLightIntensity("Rim Light Intensity", Range(0, 10)) = 1
@@ -216,12 +223,12 @@ Shader "HDRP/Toon"
_Set_RimLightMask("Set_RimLightMask", 2D) = "white" {}
_Tweak_RimLightMaskLevel("Tweak_RimLightMaskLevel", Range(-1, 1)) = 0
// Angel Rings
_AngelRingColor("Angel Ring Color", Color) = (1, 1, 1, 1)
_AngelRingColorMap("Angel Ring Color Map", 2D) = "black" {}
_AngelRingIntensity("Angel Ring Intensity", Range(0, 10)) = 1
_AngelRingOffsetU("Angel Ring Offset U", Range(0, 1)) = 0
_AngelRingOffsetV("Angel Ring Offset V", Range(0, 1)) = 0
// Stocking
_StockingFresnelWidth("Stocking Fresnel Width", Range(0, 10)) = 2.0
[PowerSlider(2.0)]_StockingSparkleSpacing("Stocking Sparking Spacing", Range(64.0, 1024.0)) = 128.0
_StockingSparkleAmount("Stocking Sparking Amount", Range(0, 2)) = 1.0
_StockingSparkleSize("Stocking Sparking Intensity", Range(0, 2)) = 0.5
_StockingSparkleIntensity("Stocking Sparking Intensity", Range(0, 10)) = 1.0
// Outline
[PassPopup(Outline)] _OutlineState("Outline State", Integer) = 1
@@ -821,6 +828,8 @@ Shader "HDRP/Toon"
#pragma shader_feature_local_fragment _SPECULARCOLORMAP
#pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP
#pragma shader_feature_local_fragment _STOCKING_SPARKING_MAP
#pragma shader_feature_local_fragment _OUTLINECOLORMAP
#pragma shader_feature_local _ALPHATEST_ON