Added SurfaceFeatureFlags;

Added OutlineScope;
Added AngelRingScope;

Change up Outline pass
This commit is contained in:
Misaki
2025-01-29 21:54:17 +09:00
parent 018300e046
commit d8b12a0ca9
18 changed files with 249 additions and 248 deletions

View File

@@ -1,4 +1,6 @@
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_1st_ShadeMap);
TEXTURE2D(_2nd_ShadeMap);
@@ -12,9 +14,16 @@ sampler _Set_HighColorMask;
sampler _Set_RimLightMask;
sampler _NormalMapForMatCap;
sampler _Set_MatcapMask;
// sampler2D _ClippingMask;
TEXTURE2D(_ClippingMask);
sampler _AngelRing_Sampler;
sampler _Outline_Sampler;
sampler _OutlineTex;
sampler _BakedNormal;
TEXTURE2D(_AngelRingColorMap);
SAMPLER(sampler_AngelRingColorMap);
TEXTURE2D(_OutlineWidthMap);
SAMPLER(sampler_OutlineWidthMap);
TEXTURE2D(_OutlineColorMap);
SAMPLER(sampler_OutlineColorMap);
TEXTURE2D(_BakedNormalMap);
SAMPLER(sampler_BakedNormalMap);

View File

@@ -5,16 +5,15 @@ float4 _Color;
fixed _Use_BaseAs1st;
fixed _Use_1stAs2nd;
fixed _Is_LightColor_Base;
float4 _MainTex_ST;
float4 _1st_ShadeMap_ST;
float4 _1st_ShadeColor;
fixed _Is_LightColor_1st_Shade;
float4 _2nd_ShadeMap_ST;
float4 _2nd_ShadeColor;
fixed _Is_LightColor_2nd_Shade;
fixed _Is_NormalMapToBase;
fixed _Set_SystemShadowsToBase;
float _SurfaceFeatures;
float _Tweak_SystemShadowsLevel;
float _ShadowBias;
float _SDFShadowLevel;
@@ -126,7 +125,6 @@ float _Clipping_Level;
fixed _Inverse_Clipping;
float _Tweak_transparency;
fixed _AngelRing;
float4 _AngelRing_Sampler_ST;
float _BaseColorVisible;
float _BaseColorOverridden;
@@ -152,10 +150,6 @@ float _RimLightVisible;
float _RimLightOverridden;
float4 _RimLightMaskColor;
float _OutlineVisible;
float _OutlineOverridden;
float4 _OutlineMaskColor;
float _ComposerMaskMode;
int _ClippingMatteMode;
@@ -163,32 +157,17 @@ float _GI_Intensity;
float _Light_Intensity_Multiplier;
float4 _AngelRing_Color;
fixed _Is_LightColor_AR;
float4 _AngelRingColor;
float4 _AngelRingColorMap_ST;
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;
float _OutlineWidth;
float4 _OutlineColor;
fixed _AlbedoAffectOutline;
float _OutlineFadeIn;
float _OutlineFadeOut;
fixed _UseSmoothedNormal;
float _ZOverDrawMode;
//
#if defined(_UTS_TOON_EV_PER_MODEL)
// not in materials
int _ToonLightHiCutFilter;