Changing UI style;

Updating RImeLight;
This commit is contained in:
2025-02-03 23:01:57 +09:00
parent 886432db7b
commit de370f845e
11 changed files with 157 additions and 79 deletions

View File

@@ -80,19 +80,6 @@ Shader "HDRP/Toon"
// These option below will cause different compilation flag.
[Enum(Off, 0, From Ambient Occlusion, 1, From Bent Normals, 2)] _SpecularOcclusionMode("Specular Occlusion Mode", Int) = 1
[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
// Used only to serialize the LDR and HDR emissive color in the material UI,
// in the shader only the _EmissiveColor should be used
[HideInInspector] _EmissiveColorLDR("EmissiveColor LDR", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
[HideInInspector] _EmissiveIntensityUnit("Emissive Mode", Int) = 0
[ToggleUI] _UseEmissiveIntensity("Use Emissive Intensity", Int) = 0
_EmissiveIntensity("Emissive Intensity", Float) = 1
_EmissiveExposureWeight("Emissive Pre Exposure", Range(0.0, 1.0)) = 1.0
[Enum(WorldSpace, 0, ObjectSpace, 1)] _ObjectSpaceUVMappingEmissive("Mapping space", Float) = 0.0
_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}
[ToggleUI] _DistortionEnable("Enable Distortion", Float) = 0.0
[ToggleUI] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 1.0
@@ -294,12 +281,25 @@ Shader "HDRP/Toon"
_AlphaRemapMax("AlphaRemapMax", Float) = 1.0
_AORemapMin("AORemapMin", Float) = 0.0
_AORemapMax("AORemapMax", Float) = 1.0
[ToggleUI] _Use_SSSLut("Use SSSLut", Int) = 0
[ToggleUI] _Use_SSSLut("Use SSSLut", Integer) = 0
_SSSLutMap("SSSLutMap", 2D) = "white" {}
_SSSIntensity("SSSIntensity", Range(0.0, 3.0)) = 1.0
_HairBlendingMap("HairBlendingMap", 2D) = "black" {}
// Emissive
[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
// Used only to serialize the LDR and HDR emissive color in the material UI,
// in the shader only the _EmissiveColor should be used
[HideInInspector] _EmissiveColorLDR("EmissiveColor LDR", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
_EmissiveIntensity("Emissive Intensity", Float) = 1
[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
_EmissiveExposureWeight("Emissive Pre Exposure", Range(0.0, 1.0)) = 1.0
[Enum(WorldSpace, 0, ObjectSpace, 1)] _ObjectSpaceUVMappingEmissive("Mapping space", Float) = 0.0
// Ambient
[KeywordEnum(Off, IBL, MatCap, Ramp)]_Indirect_Diffuse_Mode("_Indirect_Diffuse_Mode", Integer) = 1
[KeywordEnum(Off, IBL, MatCap)]_Indirect_Specular_Mode("_Indirect_Specular_Mode", Integer) = 1
@@ -317,6 +317,30 @@ Shader "HDRP/Toon"
_IndirectSpecularIntensity("Indirect Specular Intensity", Range(0, 5)) = 1.0
_SSRWeight("SSR Weight", Range(0.0, 1.0)) = 1.0
// Rim Light
//_Set_HighColorMask("Set_HighColorMask", 2D) = "white" {}
//_Tweak_HighColorMaskLevel("Tweak_HighColorMaskLevel", Range(-1, 1)) = 0
//[Toggle(_)] _RimLight("RimLight", Float) = 0
_RimLightColor("RimLightColor", Color) = (1, 1, 1, 1)
_RimLightStrength("RimLight_Strength", Range(0, 10)) = 1
[ToggleUI] _Is_LightColor_RimLight("Is_LightColor_RimLight", Float) = 1
[ToggleUI] _Is_NormalMapToRimLight("Is_NormalMapToRimLight", Float) = 0
_RimLightLevel("RimLight Level", Range(0, 1)) = 0.1
_RimLight_InsideMask("RimLight_InsideMask", Range(0.0001, 1)) = 0.0001
[ToggleUI] _RimLight_FeatherOff("RimLight_FeatherOff", Float) = 0
[ToggleUI] _LightDirection_MaskOn("LightDirection_MaskOn", Float) = 0
_Tweak_LightDirection_MaskLevel("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0
[ToggleUI] _Add_Antipodean_RimLight("Add_Antipodean_RimLight", Float) = 0
_Ap_RimLightColor("Ap_RimLightColor", Color) = (1, 1, 1, 1)
[ToggleUI] _Is_LightColor_Ap_RimLight("Is_LightColor_Ap_RimLight", Float) = 1
_Ap_RimLight_Power("Ap_RimLight_Power", Range(0, 1)) = 0.1
[ToggleUI] _Ap_RimLight_FeatherOff("Ap_RimLight_FeatherOff", Float) = 0
_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" {}
@@ -340,6 +364,9 @@ Shader "HDRP/Toon"
[Toggle(_)] _Cast_Hair_Shadow("CastHairShadow", Float) = 0
[HideInInspector] _utsTechnique("Technique", int) = 0 //DWF
@@ -419,28 +446,6 @@ Shader "HDRP/Toon"
[Enum(Multiply,0, Add,1)] _Is_BlendAddToRimColor("Is_BlendAddToRimColor", Float) = 1
[Toggle(_)] _Is_UseTweakHighColorOnShadow("Is_UseTweakHighColorOnShadow", Float) = 0
_TweakHighColorOnShadow("TweakHighColorOnShadow", Range(0, 1)) = 0
//HiColorMask
_Set_HighColorMask("Set_HighColorMask", 2D) = "white" {}
_Tweak_HighColorMaskLevel("Tweak_HighColorMaskLevel", Range(-1, 1)) = 0
[Toggle(_)] _RimLight("RimLight", Float) = 0
_RimLightColor("RimLightColor", Color) = (1, 1, 1, 1)
[Toggle(_)] _Is_LightColor_RimLight("Is_LightColor_RimLight", Float) = 1
[Toggle(_)] _Is_NormalMapToRimLight("Is_NormalMapToRimLight", Float) = 0
_RimLight_Strength("RimLight_Strength", Range(0, 10)) = 1
_RimLight_Power("RimLight_Power", Range(0, 1)) = 0.1
_RimLight_InsideMask("RimLight_InsideMask", Range(0.0001, 1)) = 0.0001
[Toggle(_)] _RimLight_FeatherOff("RimLight_FeatherOff", Float) = 0
//RimLight
[Toggle(_)] _LightDirection_MaskOn("LightDirection_MaskOn", Float) = 0
_Tweak_LightDirection_MaskLevel("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0
[Toggle(_)] _Add_Antipodean_RimLight("Add_Antipodean_RimLight", Float) = 0
_Ap_RimLightColor("Ap_RimLightColor", Color) = (1, 1, 1, 1)
[Toggle(_)] _Is_LightColor_Ap_RimLight("Is_LightColor_Ap_RimLight", Float) = 1
_Ap_RimLight_Power("Ap_RimLight_Power", Range(0, 1)) = 0.1
[Toggle(_)] _Ap_RimLight_FeatherOff("Ap_RimLight_FeatherOff", Float) = 0
//RimLightMask
_Set_RimLightMask("Set_RimLightMask", 2D) = "white" {}
_Tweak_RimLightMaskLevel("Tweak_RimLightMaskLevel", Range(-1, 1)) = 0
[Toggle(_)] _MatCap("MatCap", Float) = 0
//v.2.0.6
@@ -518,8 +523,6 @@ Shader "HDRP/Toon"
[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
[HideInInspector] emissive("to avoid srp batcher error", Color)= (0, 0, 0, 1)
[KeywordEnum(NONE, SINGLE, FULL)] _Light_Loop_Mode ("Light Loop Mode", Float) = 2
//
@@ -675,7 +678,7 @@ Shader "HDRP/Toon"
#pragma shader_feature_local_fragment _ANISOTROPYMAP
#pragma shader_feature_local_fragment _SPECULARCOLORMAP
#pragma shader_feature_local_fragment _EMISSIVECOLORMAP
#pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP
#if _PBR_MODE_OFF
#undef _MASKMAP
@@ -1037,7 +1040,7 @@ Shader "HDRP/Toon"
#pragma shader_feature_local_fragment _ANISOTROPYMAP
#pragma shader_feature_local_fragment _SPECULARCOLORMAP
#pragma shader_feature_local_fragment _EMISSIVECOLORMAP
#pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP
#pragma shader_feature_local_fragment _OUTLINECOLORMAP