Changing UI style;
Updating RImeLight;
This commit is contained in:
@@ -80,19 +80,6 @@ Shader "HDRP/Toon"
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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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[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
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// Used only to serialize the LDR and HDR emissive color in the material UI,
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// in the shader only the _EmissiveColor should be used
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[HideInInspector] _EmissiveColorLDR("EmissiveColor LDR", Color) = (0, 0, 0)
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_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
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[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
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[HideInInspector] _EmissiveIntensityUnit("Emissive Mode", Int) = 0
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[ToggleUI] _UseEmissiveIntensity("Use Emissive Intensity", Int) = 0
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_EmissiveIntensity("Emissive Intensity", Float) = 1
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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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_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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@@ -294,12 +281,25 @@ 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", Int) = 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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_HairBlendingMap("HairBlendingMap", 2D) = "black" {}
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// Emissive
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[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
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// Used only to serialize the LDR and HDR emissive color in the material UI,
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// in the shader only the _EmissiveColor should be used
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[HideInInspector] _EmissiveColorLDR("EmissiveColor LDR", Color) = (0, 0, 0)
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_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
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_EmissiveIntensity("Emissive Intensity", Float) = 1
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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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@@ -317,6 +317,30 @@ Shader "HDRP/Toon"
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_IndirectSpecularIntensity("Indirect Specular Intensity", Range(0, 5)) = 1.0
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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("RimLightColor", Color) = (1, 1, 1, 1)
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_RimLightStrength("RimLight_Strength", Range(0, 10)) = 1
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[ToggleUI] _Is_LightColor_RimLight("Is_LightColor_RimLight", Float) = 1
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[ToggleUI] _Is_NormalMapToRimLight("Is_NormalMapToRimLight", Float) = 0
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_RimLightLevel("RimLight Level", Range(0, 1)) = 0.1
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_RimLight_InsideMask("RimLight_InsideMask", Range(0.0001, 1)) = 0.0001
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[ToggleUI] _RimLight_FeatherOff("RimLight_FeatherOff", Float) = 0
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[ToggleUI] _LightDirection_MaskOn("LightDirection_MaskOn", Float) = 0
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_Tweak_LightDirection_MaskLevel("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0
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[ToggleUI] _Add_Antipodean_RimLight("Add_Antipodean_RimLight", Float) = 0
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_Ap_RimLightColor("Ap_RimLightColor", Color) = (1, 1, 1, 1)
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[ToggleUI] _Is_LightColor_Ap_RimLight("Is_LightColor_Ap_RimLight", Float) = 1
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_Ap_RimLight_Power("Ap_RimLight_Power", Range(0, 1)) = 0.1
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[ToggleUI] _Ap_RimLight_FeatherOff("Ap_RimLight_FeatherOff", Float) = 0
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_Set_RimLightMask("Set_RimLightMask", 2D) = "white" {}
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_Tweak_RimLightMaskLevel("Tweak_RimLightMaskLevel", Range(-1, 1)) = 0
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// Angel Rings
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_AngelRingColor("Angel Ring Color", Color) = (1, 1, 1, 1)
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_AngelRingColorMap("Angel Ring Color Map", 2D) = "black" {}
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@@ -340,6 +364,9 @@ Shader "HDRP/Toon"
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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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@@ -419,28 +446,6 @@ Shader "HDRP/Toon"
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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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//HiColorMask
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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("RimLightColor", Color) = (1, 1, 1, 1)
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[Toggle(_)] _Is_LightColor_RimLight("Is_LightColor_RimLight", Float) = 1
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[Toggle(_)] _Is_NormalMapToRimLight("Is_NormalMapToRimLight", Float) = 0
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_RimLight_Strength("RimLight_Strength", Range(0, 10)) = 1
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_RimLight_Power("RimLight_Power", Range(0, 1)) = 0.1
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_RimLight_InsideMask("RimLight_InsideMask", Range(0.0001, 1)) = 0.0001
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[Toggle(_)] _RimLight_FeatherOff("RimLight_FeatherOff", Float) = 0
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//RimLight
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[Toggle(_)] _LightDirection_MaskOn("LightDirection_MaskOn", Float) = 0
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_Tweak_LightDirection_MaskLevel("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0
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[Toggle(_)] _Add_Antipodean_RimLight("Add_Antipodean_RimLight", Float) = 0
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_Ap_RimLightColor("Ap_RimLightColor", Color) = (1, 1, 1, 1)
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[Toggle(_)] _Is_LightColor_Ap_RimLight("Is_LightColor_Ap_RimLight", Float) = 1
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_Ap_RimLight_Power("Ap_RimLight_Power", Range(0, 1)) = 0.1
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[Toggle(_)] _Ap_RimLight_FeatherOff("Ap_RimLight_FeatherOff", Float) = 0
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//RimLightMask
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_Set_RimLightMask("Set_RimLightMask", 2D) = "white" {}
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_Tweak_RimLightMaskLevel("Tweak_RimLightMaskLevel", Range(-1, 1)) = 0
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[Toggle(_)] _MatCap("MatCap", Float) = 0
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//v.2.0.6
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@@ -518,8 +523,6 @@ Shader "HDRP/Toon"
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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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[HideInInspector] emissive("to avoid srp batcher error", Color)= (0, 0, 0, 1)
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[KeywordEnum(NONE, SINGLE, FULL)] _Light_Loop_Mode ("Light Loop Mode", Float) = 2
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//
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@@ -675,7 +678,7 @@ Shader "HDRP/Toon"
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#pragma shader_feature_local_fragment _ANISOTROPYMAP
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#pragma shader_feature_local_fragment _SPECULARCOLORMAP
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#pragma shader_feature_local_fragment _EMISSIVECOLORMAP
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#pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP
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#if _PBR_MODE_OFF
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#undef _MASKMAP
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@@ -1037,7 +1040,7 @@ Shader "HDRP/Toon"
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#pragma shader_feature_local_fragment _ANISOTROPYMAP
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#pragma shader_feature_local_fragment _SPECULARCOLORMAP
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#pragma shader_feature_local_fragment _EMISSIVECOLORMAP
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#pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP
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#pragma shader_feature_local_fragment _OUTLINECOLORMAP
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