Added AdvanceScope;
Added energy conservation to diffuse lighting; Clean up shader properties;
This commit is contained in:
@@ -2,83 +2,7 @@ Shader "HDRP/Toon"
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{
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Properties
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{
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_HeightMap("HeightMap", 2D) = "black" {}
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// Caution: Default value of _HeightAmplitude must be (_HeightMax - _HeightMin) * 0.01
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// Those two properties are computed from the ones exposed in the UI and depends on the displaement mode so they are separate because we don't want to lose information upon displacement mode change.
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[HideInInspector] _HeightAmplitude("Height Amplitude", Float) = 0.02 // In world units. This will be computed in the UI.
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[HideInInspector] _HeightCenter("Height Center", Range(0.0, 1.0)) = 0.5 // In texture space
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[Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization("Heightmap Parametrization", Int) = 0
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// These parameters are for vertex displacement/Tessellation
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_HeightOffset("Height Offset", Float) = 0
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// MinMax mode
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_HeightMin("Heightmap Min", Float) = -1
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_HeightMax("Heightmap Max", Float) = 1
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// Amplitude mode
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_HeightTessAmplitude("Amplitude", Float) = 2.0 // in Centimeters
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_HeightTessCenter("Height Center", Range(0.0, 1.0)) = 0.5 // In texture space
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// These parameters are for pixel displacement
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_HeightPoMAmplitude("Height Amplitude", Float) = 2.0 // In centimeters
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_DetailMap("DetailMap", 2D) = "linearGrey" {}
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_DetailAlbedoScale("_DetailAlbedoScale", Range(0.0, 2.0)) = 1
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_DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1
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_DetailSmoothnessScale("_DetailSmoothnessScale", Range(0.0, 2.0)) = 1
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_TangentMap("TangentMap", 2D) = "bump" {}
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_TangentMapOS("TangentMapOS", 2D) = "white" {}
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_Anisotropy("Anisotropy", Range(-1.0, 1.0)) = 0
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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", 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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[HideInInspector] _DiffusionProfileHash("Diffusion Profile Hash", Float) = 0
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_SubsurfaceMask("Subsurface Radius", Range(0.0, 1.0)) = 1.0
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_SubsurfaceMaskMap("Subsurface Radius Map", 2D) = "white" {}
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_TransmissionMask("Transmission Mask", Range(0.0, 1.0)) = 1.0
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_Thickness("Thickness", Range(0.0, 1.0)) = 1.0
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_ThicknessMap("Thickness Map", 2D) = "white" {}
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_ThicknessRemap("Thickness Remap", Vector) = (0, 1, 0, 0)
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_IridescenceThickness("Iridescence Thickness", Range(0.0, 1.0)) = 1.0
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_IridescenceThicknessMap("Iridescence Thickness Map", 2D) = "white" {}
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_IridescenceThicknessRemap("Iridescence Thickness Remap", Vector) = (0, 1, 0, 0)
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_IridescenceMask("Iridescence Mask", Range(0.0, 1.0)) = 1.0
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_IridescenceMaskMap("Iridescence Mask Map", 2D) = "white" {}
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_CoatMask("Coat Mask", Range(0.0, 1.0)) = 0.0
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_CoatMaskMap("CoatMaskMap", 2D) = "white" {}
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[ToggleUI] _EnergyConservingSpecularColor("_EnergyConservingSpecularColor", Float) = 1.0
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_SpecularColor("SpecularColor", Color) = (1, 1, 1, 1)
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_SpecularColorMap("SpecularColorMap", 2D) = "white" {}
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_ToonSpecularStep("Toon Specular Step", Range(0.0, 1.0)) = 0.5
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_ToonSpecularFeather("Toon Specular Feather", Range(0.0, 1.0)) = 0.0
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// Following options are for the GUI inspector and different from the input parameters above
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// These option below will cause different compilation flag.
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[Enum(Off, 0, From Ambient Occlusion, 1, From Bent Normals, 2)] _SpecularOcclusionMode("Specular Occlusion Mode", Int) = 1
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_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}
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[ToggleUI] _DistortionEnable("Enable Distortion", Float) = 0.0
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[ToggleUI] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 1.0
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[Enum(Add, 0, Multiply, 1, Replace, 2)] _DistortionBlendMode("Distortion Blend Mode", Int) = 0
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[HideInInspector] _DistortionSrcBlend("Distortion Blend Src", Int) = 0
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[HideInInspector] _DistortionDstBlend("Distortion Blend Dst", Int) = 0
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[HideInInspector] _DistortionBlurSrcBlend("Distortion Blur Blend Src", Int) = 0
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[HideInInspector] _DistortionBlurDstBlend("Distortion Blur Blend Dst", Int) = 0
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[HideInInspector] _DistortionBlurBlendMode("Distortion Blur Blend Mode", Int) = 0
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_DistortionScale("Distortion Scale", Float) = 1
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_DistortionVectorScale("Distortion Vector Scale", Float) = 2
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_DistortionVectorBias("Distortion Vector Bias", Float) = -1
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_DistortionBlurScale("Distortion Blur Scale", Float) = 1
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_DistortionBlurRemapMin("DistortionBlurRemapMin", Float) = 0.0
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_DistortionBlurRemapMax("DistortionBlurRemapMax", Float) = 1.0
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//TODO: Use custom rendering data.
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[ToggleUI] _UseShadowThreshold("_UseShadowThreshold", Float) = 0.0
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[ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
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_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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@@ -100,8 +24,6 @@ Shader "HDRP/Toon"
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_ATDistance("Transmittance Absorption Distance", Float) = 1.0
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[ToggleUI] _TransparentWritingMotionVec("_TransparentWritingMotionVec", Float) = 0.0
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// Stencil state
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// Forward
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[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting
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[HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 3 // StencilMask.Lighting
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@@ -143,57 +65,13 @@ Shader "HDRP/Toon"
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[Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
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[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase("UV Set for base", Float) = 0
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[Enum(WorldSpace, 0, ObjectSpace, 1)] _ObjectSpaceUVMapping("Mapping space", Float) = 0.0
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_TexWorldScale("Scale to apply on world coordinate", Float) = 1.0
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[HideInInspector] _InvTilingScale("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1
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[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0)
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
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// Following enum should be material feature flags (i.e bitfield), however due to Gbuffer encoding constrain many combination exclude each other
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// so we use this enum as "material ID" which can be interpreted as preset of bitfield of material feature
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// The only material feature flag that can be added in all cases is clear coat
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[Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 2, Iridescence, 3, Specular Color, 4, Translucent, 5)] _MaterialID("MaterialId", Int) = 1 // MaterialId.Standard
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[ToggleUI] _TransmissionEnable("_TransmissionEnable", Float) = 1.0
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[Enum(None, 0, Vertex displacement, 1, Pixel displacement, 2)] _DisplacementMode("DisplacementMode", Int) = 0
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[ToggleUI] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0
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[ToggleUI] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0
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[ToggleUI] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
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[ToggleUI] _EnableGeometricSpecularAA("EnableGeometricSpecularAA", Float) = 0.0
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_SpecularAAScreenSpaceVariance("SpecularAAScreenSpaceVariance", Range(0.0, 1.0)) = 0.1
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_SpecularAAThreshold("SpecularAAThreshold", Range(0.0, 1.0)) = 0.2
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_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5
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_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15
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_PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5
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_PPDPrimitiveLength("Primitive length for POM", Float) = 1
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_PPDPrimitiveWidth("Primitive width for POM", Float) = 1
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[HideInInspector] _InvPrimScale("Inverse primitive scale for non-planar POM", Vector) = (1, 1, 0, 0)
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0
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[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0)
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[ToggleUI] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0
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[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVEmissive("UV Set for emissive", Float) = 0
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_TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0
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[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
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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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_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("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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[ToggleUI] _SupportDecals("Support Decals", Float) = 1.0
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[ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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@@ -203,6 +81,7 @@ Shader "HDRP/Toon"
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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//NOTE: UTS properties
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//TODO: Move more properties here for better organization
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// Surface Options
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@@ -212,7 +91,7 @@ Shader "HDRP/Toon"
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[Enum(Off, 0, Front, 1, Back, 2)] _CullMode("Cull Mode", Integer) = 2
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[KeywordEnum(Standard, SDF)] _Shading_Mode("Shading mode", Integer) = 0
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[KeywordEnum(Standard, FrontHair, Face, Eye)] _Material_Type("Material Type", Integer) = 0
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[KeywordEnum(Off, Standard, Anisotropy, KKHair, Toon)] _PBR_Mode("PBR Mode", Integer) = 0
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[KeywordEnum(Off, Standard, Anisotropy, Hair, Toon)] _PBR_Mode("PBR Mode", Integer) = 0
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[PassPopup(HairBlendingTarget)] _HairBlendingTarget("Hair Blending Target", Integer) = 0
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[EnumFlagsUI(Misaki.HdrpToon.SurfaceFeature, Misaki.HdrpToon)]_SurfaceFeatures("Surface Features", Integer) = 0
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@@ -268,9 +147,18 @@ 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", Integer) = 0
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_SSSLutMap("SSSLutMap", 2D) = "white" {}
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_SSSIntensity("SSSIntensity", Range(0.0, 3.0)) = 1.0
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_Anisotropy("Anisotropy", Range(-1.0, 1.0)) = 0
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_AnisotropyMap("AnisotropyMap", 2D) = "white" {}
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_KKColor("BaseColor", Color) = (1,1,1,1)
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_BSDFContribution("_BSDFContribution", Range(0.0,1.0)) = 0
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[ToggleUI] _EnergyConservingSpecularColor("_EnergyConservingSpecularColor", Float) = 1.0
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_SpecularColor("SpecularColor", Color) = (1, 1, 1, 1)
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_SpecularColorMap("SpecularColorMap", 2D) = "white" {}
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_ToonSpecularStep("Toon Specular Step", Range(0.0, 1.0)) = 0.5
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_ToonSpecularFeather("Toon Specular Feather", Range(0.0, 1.0)) = 0.0
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_HairBlendingMap("HairBlendingMap", 2D) = "black" {}
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@@ -285,8 +173,6 @@ Shader "HDRP/Toon"
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[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
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_EmissiveExposureWeight("Emissive Pre Exposure", Range(0.0, 1.0)) = 1.0
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[Enum(WorldSpace, 0, ObjectSpace, 1)] _ObjectSpaceUVMappingEmissive("Mapping space", Float) = 0.0
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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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@@ -305,10 +191,6 @@ Shader "HDRP/Toon"
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_SSRWeight("SSR Weight", Range(0.0, 1.0)) = 1.0
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// Rim Light
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//_Set_HighColorMask("Set_HighColorMask", 2D) = "white" {}
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//_Tweak_HighColorMaskLevel("Tweak_HighColorMaskLevel", Range(-1, 1)) = 0
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//[Toggle(_)] _RimLight("RimLight", Float) = 0
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_RimLightColor("Rim Light Color", Color) = (1, 1, 1, 1)
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_RimLightIntensity("Rim Light Intensity", Range(0, 10)) = 1
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[Popup] _Screen_Space_Rim_Light ("Screen Space Rim Light", Integer) = 0
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@@ -353,171 +235,10 @@ Shader "HDRP/Toon"
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_OutlineFadeOut("Outline Fade Out", Float) = 100
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[ToggleUI] _UseSmoothedNormal("Use Smoothed Normal", Float) = 0
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//TODO: End Section
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[Toggle(_)] _Cast_Hair_Shadow("CastHairShadow", Float) = 0
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[HideInInspector] _utsTechnique("Technique", int) = 0 //DWF
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[HideInInspector] _AutoRenderQueue("Automatic Render Queue ", int) = 1
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[Enum(Off, 0, StencilOut, 1, StencilMask, 2)] _StencilMode("StencilMode", int) = 0
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// these are set in UniversalToonGUI.cs in accordance with _StencilMode
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_StencilComp("Stencil Comparison", Float) = 8
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_StencilNo("Stencil No", Float) = 1
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_StencilOpPass("Stencil Operation", Float) = 0
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_StencilOpFail("Stencil Operation", Float) = 0
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// DoubleShadeWithFeather
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// 0:_IS_CLIPPING_OFF 1:_IS_CLIPPING_MODE 2:_IS_CLIPPING_TRANSMODE
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// ShadingGradeMap
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// 0:_IS_TRANSCLIPPING_OFF 1:_IS_TRANSCLIPPING_ON
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[Enum(Off, 0, ON, 1, TRANSMODE, 2)] _ClippingMode("CliippingMode", int) = 0
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[Enum(Off, 0, ONT, 1)] _ZWriteMode("ZWrite Mode", int) = 1 //OFF/ON
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[Enum(Off, 0, ONT, 1)] _ZOverDrawMode("ZOver Draw Mode", Float) = 0 //OFF/ON
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_SPRDefaultUnlitColorMask("SPRDefaultUnlit Path Color Mask", int) = 15
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[Enum(Off, 0, FRONT, 1, BACK, 2)] _SRPDefaultUnlitColMode("SPRDefaultUnlit Cull Mode", int) = 1 //OFF/FRONT/BACK
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// ClippingMask paramaters from Here.
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_ClippingMask("ClippingMask", 2D) = "white" {}
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//v.2.0.4
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[HideInInspector] _IsBaseMapAlphaAsClippingMask("IsBaseMapAlphaAsClippingMask", Float) = 0
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//
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[Toggle(_)] _Inverse_Clipping("Inverse_Clipping", Float) = 0
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_Clipping_Level("Clipping_Level", Range(0, 1)) = 0
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_Tweak_transparency("Tweak_transparency", Range(-1, 1)) = 0
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// ClippingMask paramaters to Here.
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// _MainTex("BaseMap", 2D) = "white" {}
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[HideInInspector] _BaseMap("BaseMap", 2D) = "white" {}
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_BaseColor("BaseColor", Color) = (1, 1, 1, 1)
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//v.2.0.5 : Clipping/TransClipping for SSAO Problems in PostProcessing Stack.
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//If you want to go back the former SSAO results, comment out the below line.
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[HideInInspector] _Color("Color", Color) = (1, 1, 1, 1)
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// _NormalMap("NormalMap", 2D) = "bump" {}
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_BumpScale("Normal Scale", Range(0, 1)) = 1
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[Toggle(_)] _Is_NormalMapToBase("Is_NormalMapToBase", Float) = 0
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// Eye Parallax
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[Toggle(_)] _Is_EyeParallax("_Is_EyeParallax", Float) = 0
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_EyeParallaxAmount("EyeParallaxAmount", Float) = 0.1
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// Eyebrow Seethrough
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_HairBlendingFactor("EyeBrowBlendingFactor", Float) = 0.5
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//v.2.0.6
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_BaseColor_Step("BaseColor_Step", Range(0, 1)) = 0.5
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_BaseShade_Feather("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001
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_ShadeColor_Step("ShadeColor_Step", Range(0, 1)) = 0
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_1st2nd_Shades_Feather("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001
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//v.2.0.5
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_StepOffset("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0
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[Toggle(_)] _Is_Filter_HiCutPointLightColor("PointLights HiCut_Filter (ForwardAdd Only)", Float) = 1
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//
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_Set_1st_ShadePosition("Set_1st_ShadePosition", 2D) = "white" {}
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_Set_2nd_ShadePosition("Set_2nd_ShadePosition", 2D) = "white" {}
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//v.2.0.6
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_Tweak_ShadingGradeMapLevel("Tweak_ShadingGradeMapLevel", Range(-0.5, 0.5)) = 0
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_BlurLevelSGM("Blur Level of ShadingGradeMap", Range(0, 10)) = 0
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//
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_HighColor("HighColor", Color) = (0, 0, 0, 1)
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//v.2.0.4 HighColor_Tex
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_HighColor_Tex("HighColor_Tex", 2D) = "white" {}
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[Toggle(_)] _Is_LightColor_HighColor("Is_LightColor_HighColor", Float) = 1
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[Toggle(_)] _Is_NormalMapToHighColor("Is_NormalMapToHighColor", Float) = 0
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_HighColor_Power("HighColor_Power", Range(0, 1)) = 0
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[Toggle(_)] _Is_SpecularToHighColor("Is_SpecularToHighColor", Float) = 0
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[Toggle(_)] _Is_BlendAddToHiColor("Is_BlendAddToHiColor", Float) = 0
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[Enum(Multiply,0, Add,1)] _Is_BlendAddToRimColor("Is_BlendAddToRimColor", Float) = 1
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[Toggle(_)] _Is_UseTweakHighColorOnShadow("Is_UseTweakHighColorOnShadow", Float) = 0
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_TweakHighColorOnShadow("TweakHighColorOnShadow", Range(0, 1)) = 0
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[Toggle(_)] _MatCap("MatCap", Float) = 0
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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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[Toggle(_)] _Is_LightColor_MatCap("Is_LightColor_MatCap", Float) = 1
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[Toggle(_)] _Is_BlendAddToMatCap("Is_BlendAddToMatCap", Float) = 1
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_Tweak_MatCapUV("Tweak_MatCapUV", Range(-0.5, 0.5)) = 0
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_Rotate_MatCapUV("Rotate_MatCapUV", Range(-1, 1)) = 0
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//v.2.0.6
|
||||
[Toggle(_)] _CameraRolling_Stabilizer("Activate CameraRolling_Stabilizer", Float) = 0
|
||||
[Toggle(_)] _Is_NormalMapForMatCap("Is_NormalMapForMatCap", Float) = 0
|
||||
_NormalMapForMatCap("NormalMapForMatCap", 2D) = "bump" {}
|
||||
_BumpScaleMatcap("Scale for NormalMapforMatCap", Range(0, 1)) = 1
|
||||
_Rotate_NormalMapForMatCapUV("Rotate_NormalMapForMatCapUV", Range(-1, 1)) = 0
|
||||
[Toggle(_)] _Is_UseTweakMatCapOnShadow("Is_UseTweakMatCapOnShadow", Float) = 0
|
||||
_TweakMatCapOnShadow("TweakMatCapOnShadow", Range(0, 1)) = 0
|
||||
//MatcapMask
|
||||
_Set_MatcapMask("Set_MatcapMask", 2D) = "white" {}
|
||||
_Tweak_MatcapMaskLevel("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0
|
||||
[Toggle(_)] _Inverse_MatcapMask("Inverse_MatcapMask", Float) = 0
|
||||
//v.2.0.5
|
||||
[Toggle(_)] _Is_Ortho("Orthographic Projection for MatCap", Float) = 0
|
||||
|
||||
//
|
||||
//v.2.0.7 Emissive
|
||||
[KeywordEnum(SIMPLE, ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0
|
||||
_Base_Speed("Base_Speed", Float) = 0
|
||||
_Scroll_EmissiveU("Scroll_EmissiveU", Range(-1, 1)) = 0
|
||||
_Scroll_EmissiveV("Scroll_EmissiveV", Range(-1, 1)) = 0
|
||||
_Rotate_EmissiveUV("Rotate_EmissiveUV", Float) = 0
|
||||
[Toggle(_)] _Is_PingPong_Base("Is_PingPong_Base", Float) = 0
|
||||
[Toggle(_)] _Is_ColorShift("Activate ColorShift", Float) = 0
|
||||
[HDR]_ColorShift("ColorSift", Color) = (0, 0, 0, 1)
|
||||
_ColorShift_Speed("ColorShift_Speed", Float) = 0
|
||||
[Toggle(_)] _Is_ViewShift("Activate ViewShift", Float) = 0
|
||||
[HDR]_ViewShift("ViewSift", Color) = (0, 0, 0, 1)
|
||||
[Toggle(_)] _Is_ViewCoord_Scroll("Is_ViewCoord_Scroll", Float) = 0
|
||||
//
|
||||
//GI Intensity
|
||||
_Light_Intensity_Multiplier("Light_Intensity_Multiplier" , Range(0, 1)) = 0.25
|
||||
//For VR Chat under No effective light objects
|
||||
_Unlit_Intensity("Unlit_Intensity", Range(0, 4)) = 0
|
||||
//v.2.0.5
|
||||
[Toggle(_)] _Is_Filter_LightColor("VRChat : SceneLights HiCut_Filter", Float) = 0
|
||||
//Built-in Light Direction
|
||||
[Toggle(_)] _Is_BLD("Advanced : Activate Built-in Light Direction", Float) = 0
|
||||
_Offset_X_Axis_BLD(" Offset X-Axis (Built-in Light Direction)", Range(-1, 1)) = -0.05
|
||||
_Offset_Y_Axis_BLD(" Offset Y-Axis (Built-in Light Direction)", Range(-1, 1)) = 0.09
|
||||
[Toggle(_)] _Inverse_Z_Axis_BLD(" Inverse Z-Axis (Built-in Light Direction)", Float) = 1
|
||||
|
||||
[Toggle(_)] _BaseColorVisible("Channel mask", Float) = 1
|
||||
[Toggle(_)] _BaseColorOverridden("Channel mask", Float) = 0
|
||||
_BaseColorMaskColor("chennel mask color", Color) = (1, 1, 1, 1)
|
||||
|
||||
[Toggle(_)] _FirstShadeVisible("Channel mask", Float) = 1
|
||||
[Toggle(_)] _FirstShadeOverridden("Channel mask", Float) = 0
|
||||
_FirstShadeMaskColor("chennel mask color", Color) = (0, 1, 1, 1)
|
||||
|
||||
[Toggle(_)] _SecondShadeVisible("Channel mask", Float) = 1
|
||||
[Toggle(_)] _SecondShadeOverridden("Channel mask", Float) = 0
|
||||
_SecondShadeMaskColor("chennel mask color", Color) = (0, 0, 1, 1)
|
||||
|
||||
[Toggle(_)] _HighlightVisible("Channel mask", Float) = 1
|
||||
[Toggle(_)] _HighlightOverridden("Channel mask", Float) = 0
|
||||
_HighlightMaskColor("Channel mask color", Color) = (1, 1, 0, 1)
|
||||
|
||||
[Toggle(_)] _AngelRingVisible("Channel mask", Float) = 1
|
||||
[Toggle(_)] _AngelRingOverridden("Channel mask", Float) = 0
|
||||
_AngelRingMaskColor("Channel mask color", Color) = (0, 1, 0, 1)
|
||||
|
||||
[Toggle(_)] _RimLightVisible("Channel mask", Float) = 1
|
||||
[Toggle(_)] _RimLightOverridden("Channel mask", Float) = 0
|
||||
_RimLightMaskColor("Channel mask color", Color) = (1, 0, 1, 1)
|
||||
|
||||
[Toggle(_)] _ComposerMaskMode("", Float) = 0
|
||||
[Enum(None, 0, BaseColor, 1, FirstShade, 2, SecondShade,3, Highlight, 4, AngelRing, 5, RimLight, 6)] _ClippingMatteMode("Clipping Matte Mode", int) = 0
|
||||
|
||||
// Advance
|
||||
_LightIntensityMultiplier("Light_Intensity_Multiplier" , Range(0, 1)) = 0.5
|
||||
[ToggleUI] _ClampLightColor("VRChat : SceneLights HiCut_Filter", Float) = 0
|
||||
[KeywordEnum(NONE, SINGLE, FULL)] _Light_Loop_Mode ("Light Loop Mode", Float) = 2
|
||||
//
|
||||
// to here parameters for UTS>
|
||||
}
|
||||
|
||||
HLSLINCLUDE
|
||||
@@ -550,10 +271,6 @@ Shader "HDRP/Toon"
|
||||
//enable GPU instancing support
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options renderinglayer
|
||||
// enable debug shado
|
||||
// #pragma multi_compile _ UTS_DEBUG_SELFSHADOW
|
||||
// #pragma multi_compile _ UTS_DEBUG_SHADOWMAP
|
||||
// #pragma multi_compile _ UTS_DEBUG_SHADOWMAP_NO_OUTLINE
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
// Define
|
||||
|
||||
Reference in New Issue
Block a user