Added UtsSingleLightLoop
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@@ -2,19 +2,6 @@ Shader "HDRP/Toon"
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{
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Properties
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{
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// -----------------------------------------------------------------------------
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// parameters for UTS
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// -----------------------------------------------------------------------------
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[HideInInspector] _simpleUI("SimpleUI", Int) = 0
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// Versioning of material to help for upgrading
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[HideInInspector] [Enum(Off, 0, ON, 1)] _isUnityToonshader("Material is touched by Unity Toon Shader", Int) = 1
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[HideInInspector] _utsVersionX("VersionX", Float) = 0
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[HideInInspector] _utsVersionY("VersionY", Float) = 7
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[HideInInspector] _utsVersionZ("VersionZ", Float) = 6
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_BentNormalMap("_BentNormalMap", 2D) = "bump" {}
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_BentNormalMapOS("_BentNormalMapOS", 2D) = "white" {}
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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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@@ -216,6 +203,8 @@ Shader "HDRP/Toon"
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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//TODO: Move more properties here for better organization
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// Surface Options
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[Popup] _TransparentEnabled("Transparent Mode", Integer) = 0
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[ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
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@@ -247,6 +236,8 @@ Shader "HDRP/Toon"
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_ShadingRampMap("ShadingRampMap", 2DArray) = "white" {}
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_ShadingIndex("ShadingIndex", Integer) = 0
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_ShadingRampMaskMap("ShadingRampMaskMap", 2D) = "white" {}
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_ShadingRampMask("ShadingRampMask", Range(0, 1)) = 1
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_SDFShadingMap("SDFShadingMap", 2D) = "white" {}
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_SDFShadowLevel("SDFShadowLevel", Range(0.0, 1.0)) = 0.25
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@@ -365,7 +356,7 @@ Shader "HDRP/Toon"
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//TODO: End Section
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[Toggle(_)] _Cast_Hair_Shadow("CastHairShadow", Float) = 0
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@@ -1041,6 +1032,8 @@ Shader "HDRP/Toon"
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#pragma shader_feature_local_fragment _SCREEN_SPACE_RIM_LIGHT_ON
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#pragma shader_feature_local_fragment _LIGHT_BASE_RIM_LIGHT_ON
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#pragma shader_feature_local_fragment _SHADING_RAMP_MASK_MAP
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#pragma shader_feature_local_fragment _MASKMAP
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#pragma shader_feature_local_fragment _NORMALMAP
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#pragma shader_feature_local_fragment _ANISOTROPYMAP
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