Added SurfaceFeatureFlags;
Added OutlineScope; Added AngelRingScope; Change up Outline pass
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@@ -276,6 +276,24 @@ Shader "HDRP/Toon"
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[KeywordEnum(Off, Standard, Anisotropy, Hair, Toon)] _PBR_Mode("PBR MODE", int) = 0
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[Toggle] _Receive_Hair_Shadow("ReceiveHairShadow", Float) = 0
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[ToggleUI] _HairBlendingTarget("HairBlendingTarget", Float) = 0
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[HideInInspector] _SurfaceFeatures("SurfaceFeatures", Float) = 0
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// Angel Rings
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_AngelRingColor("AngelRingColor", Color) = (1, 1, 1, 1)
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_AngelRingColorMap("AngelRingColorMap", 2D) = "black" {}
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_AngelRingIntensity("AngelRingIntensity", Range(0, 10)) = 1
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// Outline
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_OutlineWidth("OutlineWidth", Float) = 0
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_OutlineWidthMap("OutlineTex", 2D) = "white" {}
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_OutlineColor("OutlineColor", Color) = (0.5, 0.5, 0.5, 1)
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_OutlineColorMap("OutlineColorMap", 2D) = "white" {}
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[Toggle(_)] _AlbedoAffectOutline("AlbedoAffectOutline", Float) = 0
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_OutlineFadeIn("_OutlineFadeIn", Float) = 50
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_OutlineFadeOut("_OutlineFadeOut", 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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@@ -434,16 +452,7 @@ Shader "HDRP/Toon"
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[Toggle(_)] _Inverse_MatcapMask("Inverse_MatcapMask", Float) = 0
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//v.2.0.5
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[Toggle(_)] _Is_Ortho("Orthographic Projection for MatCap", Float) = 0
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//// Angel Rings
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[Toggle(_)] _AngelRing("AngelRing", Float) = 0
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_AngelRing_Sampler("AngelRing_Sampler", 2D) = "black" {}
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_AngelRing_Color("AngelRing_Color", Color) = (1, 1, 1, 1)
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[Toggle(_)] _Is_LightColor_AR("Is_LightColor_AR", Float) = 1
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_AR_Intensity("AR_Intensity", Range(0, 100)) = 1
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_AR_ShadowIntensity("AR_Intensity", Range(0, 1)) = 0
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_AR_OffsetU("AR_OffsetU", Range(0, 0.5)) = 0
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_AR_OffsetV("AR_OffsetV", Range(0, 1)) = 0.3
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[Toggle(_)] _ARSampler_AlphaOn("ARSampler_AlphaOn", Float) = 0
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//
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//v.2.0.7 Emissive
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[KeywordEnum(SIMPLE, ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0
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@@ -459,26 +468,6 @@ Shader "HDRP/Toon"
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[HDR]_ViewShift("ViewSift", Color) = (0, 0, 0, 1)
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[Toggle(_)] _Is_ViewCoord_Scroll("Is_ViewCoord_Scroll", Float) = 0
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//
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//Outline
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[KeywordEnum(NML, POS)] _OUTLINE("OUTLINE MODE", Float) = 0
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_Outline_Width("Outline_Width", Float) = 0
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_Farthest_Distance("Farthest_Distance", Float) = 100
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_Nearest_Distance("Nearest_Distance", Float) = 0.5
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_Outline_Sampler("Outline_Sampler", 2D) = "white" {}
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_Outline_Color("Outline_Color", Color) = (0.5, 0.5, 0.5, 1)
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[Toggle(_)] _Is_BlendBaseColor("Is_BlendBaseColor", Float) = 0
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// ClippingMask paramaters from Here.
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[HideInInspector]_Cutoff("Alpha cutoff", Range(0, 1)) = 0.5
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// ClippingMask paramaters to here.
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//v.2.0.4
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[Toggle(_)] _Is_OutlineTex("Is_OutlineTex", Float) = 0
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_OutlineTex("OutlineTex", 2D) = "white" {}
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//Offset parameter
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_Offset_Z("Offset_Camera_Z", Float) = 0
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//v.2.0.4.3 Baked Nrmal Texture for Outline
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[Toggle(_)] _Is_BakedNormal("Is_BakedNormal", Float) = 0
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_BakedNormal("Baked Normal for Outline", 2D) = "white" {}
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_UseSmoothedNormal("Use Smoothed Normal", Float) = 0
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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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@@ -517,10 +506,6 @@ Shader "HDRP/Toon"
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[Toggle(_)] _RimLightOverridden("Channel mask", Float) = 0
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_RimLightMaskColor("Channel mask color", Color) = (1, 0, 1, 1)
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[Toggle(_)] _OutlineVisible("Channel mask", Float) = 1
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[Toggle(_)] _OutlineOverridden("Channel mask", Float) = 0
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_OutlineMaskColor("Channel mask color", Color) = (0, 0, 0, 1)
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[Toggle(_)] _ComposerMaskMode("", Float) = 0
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[Enum(None, 0, BaseColor, 1, FirstShade, 2, SecondShade,3, Highlight, 4, AngelRing, 5, RimLight, 6)] _ClippingMatteMode("Clipping Matte Mode", int) = 0
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@@ -1023,6 +1008,8 @@ Shader "HDRP/Toon"
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#pragma shader_feature_local_fragment _SPECULAR_COLOR_MAP
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#pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP
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#pragma shader_feature_local_fragment _OUTLINE_COLOR_MAP
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#pragma shader_feature_local_fragment _RECEIVE_HAIR_SHADOW_ON
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#define PUNCTUAL_SHADOW_MEDIUM
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@@ -1134,7 +1121,7 @@ Shader "HDRP/Toon"
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Tags { "LightMode" = "Outline" }
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Cull Front
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Blend SrcAlpha OneMinusSrcAlpha
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Blend Off
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HLSLPROGRAM
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@@ -1143,10 +1130,7 @@ Shader "HDRP/Toon"
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#define SHADERPASS SHADERPASS_FORWARD
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#define SHADOW_LOW
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#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
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#pragma multi_compile _IS_OUTLINE_CLIPPING_NO _IS_OUTLINE_CLIPPING_YES
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#pragma multi_compile _OUTLINE_NML _OUTLINE_POS
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#pragma shader_feature _ _IS_CLIPPING_MATTE
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#define _REQUIRE_UV2
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
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@@ -1454,6 +1438,6 @@ Shader "HDRP/Toon"
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}
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}
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CustomEditor "UnityEditor.Rendering.Toon.UTS3GUI"
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//CustomEditor "Misaki.HdrpToon.Editor.UTSShaderGUI"
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//CustomEditor "UnityEditor.Rendering.Toon.UTS3GUI"
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CustomEditor "Misaki.HdrpToon.Editor.UTSShaderGUI"
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}
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