Added new stocking surface feature; Added unity 6.3 support; Fixed the issue that ssr weight does not blend ibl and ssr properly; Fixed the issue that material recive ssr regardless of specular ambient mode;
149 lines
7.5 KiB
C#
149 lines
7.5 KiB
C#
namespace Misaki.HdrpToon
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{
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internal static class UTSPropertyName
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{
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public static class InternalProperties
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{
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public const string SURFACE_TYPE = "_SurfaceType";
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public const string DOUBLE_SIDED_CONSTANTS = "_DoubleSidedConstants";
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public const string TRANSPARENT_DEPTH_PREPASS_ENABLE = "_TransparentDepthPrepassEnable";
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public const string TRANSPARENT_BACKFACE_ENABLE = "_TransparentBackfaceEnable";
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public const string TRANSPARENT_DEPTH_POSTPASS_ENABLE = "_TransparentDepthPostpassEnable";
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public const string TRANSPARENT_CULL_MODE = "_TransparentCullMode";
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public const string OPAQUE_CULL_MODE = "_OpaqueCullMode";
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public const string SRC_BLEND = "_SrcBlend";
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public const string DEST_BLEND = "_DstBlend";
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public const string DEST_BLEND2 = "_DstBlend2";
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public const string ALPHA_SRC_BLEND = "_AlphaSrcBlend";
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public const string ALPHA_DEST_BLEND = "_AlphaDstBlend";
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public const string CULL_MODE_FORWARD = "_CullModeForward";
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public const string ZTEST_GBUFFER = "_ZTestGBuffer";
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public const string ZTEST_DEPTH_EQUAL_FOR_OPAQUE = "_ZTestDepthEqualForOpaque";
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public const string ZTEST_TRANSPARENT = "_ZTestTransparent";
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public const string ZWRITE = "_ZWrite";
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public const string STENCIL_REF = "_StencilRef";
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public const string STENCIL_WRITE_MASK = "_StencilWriteMask";
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public const string STENCIL_REF_DEPTH = "_StencilRefDepth";
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public const string STENCIL_WRITE_MASK_DEPTH = "_StencilWriteMaskDepth";
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public const string STENCIL_REF_G_BUFFER = "_StencilRefGBuffer";
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public const string STENCIL_WRITE_MASK_G_BUFFER = "_StencilWriteMaskGBuffer";
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public const string STENCIL_REF_MV = "_StencilRefMV";
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public const string STENCIL_WRITE_MASK_MV = "_StencilWriteMaskMV";
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public const string STENCIL_REF_DISTORTION_VEC = "_StencilRefDistortionVec";
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public const string STENCIL_WRITE_MASK_DISTORTION_VEC = "_StencilWriteMaskDistortionVec";
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}
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public static class SurfaceOptions
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{
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public const string SURFACE_TYPE = "_SurfaceType";
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public const string FOG_ON_TRANSPARENT = "_FogOnTransparent";
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public const string TRANSPARENT_DEPTH_PREPASS_ENABLE = "_TransparentDepthPrepassEnable";
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public const string TRANSPARENT_BACKFACE_ENABLE = "_TransparentBackfaceEnable";
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public const string TRANSPARENT_DEPTH_POSTPASS_ENABLE = "_TransparentDepthPostpassEnable";
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public const string TRANSPARENT_Z_WRITE = "_TransparentZWrite";
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public const string RECEIVES_SSR_TRANSPARENT = "_ReceivesSSRTransparent";
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public const string TRANSPARENT_WRITING_MOTION_VEC = "_TransparentWritingMotionVec";
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public const string ALPHA_CLIP_ENABLE = "_AlphaCutoffEnable";
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public const string ALPHA_CUTOFF = "_AlphaCutoff";
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public const string CULL_MODE = "_CullMode";
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public const string DOUBLE_SIDED_NORMAL_MODE = "_DoubleSidedNormalMode";
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public const string SHADING_MODE = "_Shading_Mode";
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public const string MATERIAL_TYPE = "_Material_Type";
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public const string PBR_MODE = "_PBR_Mode";
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public const string HAIR_BLENDING_TARGET = "_HairBlendingTarget";
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public const string SURFACE_FEATURE = "_SurfaceFeatures";
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}
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public static class SurfaceInputs
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{
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public const string EMISSIVE_COLOR = "_EmissiveColor";
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public const string EMISSIVE_COLOR_LDR = "_EmissiveColorLDR";
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public const string EMISSIVE_COLOR_MAP = "_EmissiveColorMap";
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public const string ALBEDO_AFFECT_EMISSIVE = "_AlbedoAffectEmissive";
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public const string EMISSIVE_INTENSITY = "_EmissiveIntensity";
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public const string EMISSIVE_EXPOSURE_WEIGHT = "_EmissiveExposureWeight";
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}
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public static class AngelRing
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{
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public const string ANGEL_RING_COLOR = "_AngelRingColor";
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public const string ANGEL_RING_COLOR_MAP = "_AngelRingColorMap";
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public const string ANGEL_RING_INTENSITY = "_AngelRingIntensity";
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public const string ANGEL_RING_OFFSET_U = "_AngelRingOffsetU";
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public const string ANGEL_RING_OFFSET_V = "_AngelRingOffsetV";
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}
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public static class RimLight
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{
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public const string RIM_LIGHT_COLOR = "_RimLightColor";
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public const string RIM_LIGHT_INTENSITY = "_RimLightIntensity";
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public const string ALBEDO_AFFECT_RIM_LIGHT = "_AlbedoAffectRimLight";
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public const string SCREEN_SPACE_RIM_LIGHT = "_Screen_Space_Rim_Light";
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public const string RIM_LIGHT_LEVEL = "_RimLightLevel";
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public const string LIGHT_BASE_RIM_LIGHT = "_Light_Base_Rim_Light";
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public const string LIGHT_DIRECTION_RIM_LIGHT_LEVEL = "_LightDirectionRimLightLevel";
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public const string COLOR_BLENDING_MODE = "_Is_BlendAddToRimColor";
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public const string RIM_LIGHT_CLIPPING = "_RimLightClipping";
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public const string RIM_LIGHT_CLIPPING_LEVEL = "_RimLightClippingLevel";
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public const string LIGHT_DIRECTION = "_LightDirection_MaskOn";
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public const string INVERTED_DIRECTION_RIM_LIGHT = "_Add_Antipodean_RimLight";
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public const string INVERTED_RIM_LIGHT_COLOR = "_Ap_RimLightColor";
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public const string INVERSED_RIM_LIGHT_LEVEL = "_Ap_RimLight_Power";
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public const string INVERTED_RIM_LIGHT_FEATHER_OFF = "_Ap_RimLight_FeatherOff";
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public const string RIM_LIGHT_MASK_MAP = "_Set_RimLightMask";
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public const string RIM_LIGHT_MASK_LEVEL = "_Tweak_RimLightMaskLevel";
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}
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public static class Stocking
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{
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public const string STOCKING_FRESNEL_WIDTH = "_StockingFresnelWidth";
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public const string STOCKING_SPARKLE_SPACING = "_StockingSparkleSpacing";
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public const string STOCKING_SPARKLE_AMOUNT = "_StockingSparkleAmount";
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public const string STOCKING_SPARKLE_SIZE = "_StockingSparkleSize";
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public const string STOCKING_SPARKLE_INTENSITY = "_StockingSparkleIntensity";
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}
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public static class Outline
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{
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public const string OUTLINE_STATE = "_OutlineState";
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public const string OUTLINE_WIDTH = "_OutlineWidth";
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public const string OUTLINE_WIDTH_MAP = "_OutlineWidthMap";
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public const string OUTLINE_COLOR = "_OutlineColor";
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public const string OUTLINE_COLOR_MAP = "_OutlineColorMap";
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public const string ALBEDO_AFFECT_OUTLINE = "_AlbedoAffectOutline";
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public const string SKY_COLOR_AFFECT_OUTLINE = "_SkyColorAffectOutline";
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public const string SKY_COLOR_INTENSITY = "_SkyColorIntensity";
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public const string OUTLINE_FADE_IN = "_OutlineFadeIn";
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public const string OUTLINE_FADE_OUT = "_OutlineFadeOut";
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public const string USE_SMOOTHED_NORMAL = "_UseSmoothedNormal";
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}
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public static class Advance
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{
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public const string MINIMAL_DIFFUSE_CONTRIBUTION = "_Minimal_Diffuse_Contribution";
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public const string LIGHT_INTENSITY_MULTIPLIER = "_LightIntensityMultiplier";
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public const string CLAMP_LIGHT_COLOR = "_ClampLightColor";
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public const string LIGHT_LOOP_MODE = "_Light_Loop_Mode";
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}
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}
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}
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