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authoryum <yum.food.vr@gmail.com>2025-02-26 01:18:09 -0800
committeryum <yum.food.vr@gmail.com>2025-02-26 01:18:19 -0800
commit0264f5e767b0b54e82b7c11457b491be555be577 (patch)
tree4a31a90956b167c959eb8f45328719384a19ac89 /2ner.shader
parent6017d2d8bad7dde020121259cba5cb614c11f761 (diff)
Add glitter and more masked stencil channels
Diffstat (limited to '2ner.shader')
-rw-r--r--2ner.shader348
1 files changed, 303 insertions, 45 deletions
diff --git a/2ner.shader b/2ner.shader
index 4476282..23cbd74 100644
--- a/2ner.shader
+++ b/2ner.shader
@@ -80,6 +80,7 @@ Shader "yum_food/2ner"
[HideInInspector] m_start_OutlinesMask("Mask", Float) = 0
[ThryToggle(_OUTLINE_MASK)]_Outline_Mask_Enabled("Enable", Float) = 0
_Outline_Mask("Thickness mask", 2D) = "white" {}
+ _Outline_Mask_Invert("Invert", Float) = 0
[HideInInspector] m_end_OutlinesMask("Mask", Float) = 0
[HideInInspector] m_end_Outlines("Outlines", Float) = 0
//endex
@@ -281,33 +282,120 @@ Shader "yum_food/2ner"
[HideInInspector] m_end_SSFD("SSFD", Float) = 0
//endex
- //ifex _Masked_Stencil_Enabled==0
- [HideInInspector] m_start_Masked_Stencil("Masked stencil", Float) = 0
- [ThryToggle(_)] _Masked_Stencil_Enabled("Enable", Float) = 0
- [ThryWideEnum(Simple, 0, Front Face vs Back Face, 1)] _MaskedStencilType ("Stencil Type", Float) = 0
- _Masked_Stencil_Mask("Mask", 2D) = "white" {}
- [IntRange] _MaskedStencilRef ("Stencil Reference Value", Range(0, 255)) = 0
- [IntRange] _MaskedStencilReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255
- [IntRange] _MaskedStencilWriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255
- [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencilPassOp ("Stencil Pass Op--{condition_showS:(_StencilType==0)}", Float) = 0
- [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencilFailOp ("Stencil Fail Op--{condition_showS:(_StencilType==0)}", Float) = 0
- [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencilZFailOp ("Stencil ZFail Op--{condition_showS:(_StencilType==0)}", Float) = 0
- [Enum(UnityEngine.Rendering.CompareFunction)] _MaskedStencilCompareFunction ("Stencil Compare Function--{condition_showS:(_StencilType==0)}", Float) = 8
- [HideInInspector] m_start_MaskedStencilPassBackOptions("Back--{condition_showS:(_MaskedStencilType==1)}", Float) = 0
+ //ifex _Masked_Stencil1_Enabled==0
+ [HideInInspector] m_start_Masked_Stencil1("Masked stencil 1", Float) = 0
+ [ThryToggle(_)] _Masked_Stencil1_Enabled("Enable", Float) = 0
+ [ThryWideEnum(Simple, 0, Front Face vs Back Face, 1)] _Stencil1Type ("Stencil Type", Float) = 0
+ _Masked_Stencil1_Mask("Mask", 2D) = "white" {}
+ [IntRange] _MaskedStencil1Ref ("Stencil Reference Value", Range(0, 255)) = 0
+ [IntRange] _MaskedStencil1ReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255
+ [IntRange] _MaskedStencil1WriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil1PassOp ("Stencil Pass Op--{condition_showS:(_Stencil1Type==0)}", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil1FailOp ("Stencil Fail Op--{condition_showS:(_Stencil1Type==0)}", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil1ZFailOp ("Stencil ZFail Op--{condition_showS:(_Stencil1Type==0)}", Float) = 0
+ [Enum(UnityEngine.Rendering.CompareFunction)] _MaskedStencil1CompareFunction ("Stencil Compare Function--{condition_showS:(_Stencil1Type==0)}", Float) = 8
+ [HideInInspector] m_start_MaskedStencil1PassBackOptions("Back--{condition_showS:(_Stencil1Type==1)}", Float) = 0
[Helpbox(1)] _FFBFStencilHelp0 ("Front Face and Back Face Stencils only work when locked in due to Unity's Stencil managment", Int) = 0
- [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencilBackPassOp ("Back Pass Op", Float) = 0
- [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencilBackFailOp ("Back Fail Op", Float) = 0
- [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencilBackZFailOp ("Back ZFail Op", Float) = 0
- [Enum(UnityEngine.Rendering.CompareFunction)] _MaskedStencilBackCompareFunction ("Back Compare Function", Float) = 8
- [HideInInspector] m_end_MaskedStencilPassBackOptions("Back", Float) = 0
- [HideInInspector] m_start_MaskedStencilPassFrontOptions("Front--{condition_showS:(_MaskedStencilType==1)}", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil1BackPassOp ("Back Pass Op", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil1BackFailOp ("Back Fail Op", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil1BackZFailOp ("Back ZFail Op", Float) = 0
+ [Enum(UnityEngine.Rendering.CompareFunction)] _MaskedStencil1BackCompareFunction ("Back Compare Function", Float) = 8
+ [HideInInspector] m_end_MaskedStencil1PassBackOptions("Back", Float) = 0
+ [HideInInspector] m_start_MaskedStencil1PassFrontOptions("Front--{condition_showS:(_Stencil1Type==1)}", Float) = 0
[Helpbox(1)] _FFBFStencilHelp1 ("Front Face and Back Face Stencils only work when locked in due to Unity's Stencil managment", Int) = 0
- [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencilFrontPassOp ("Front Pass Op", Float) = 0
- [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencilFrontFailOp ("Front Fail Op", Float) = 0
- [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencilFrontZFailOp ("Front ZFail Op", Float) = 0
- [Enum(UnityEngine.Rendering.CompareFunction)] _MaskedStencilFrontCompareFunction ("Front Compare Function", Float) = 8
- [HideInInspector] m_end_MaskedStencilPassFrontOptions("Front", Float) = 0
- [HideInInspector] m_end_Masked_Stencil("Masked stencil", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil1FrontPassOp ("Front Pass Op", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil1FrontFailOp ("Front Fail Op", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil1FrontZFailOp ("Front ZFail Op", Float) = 0
+ [Enum(UnityEngine.Rendering.CompareFunction)] _MaskedStencil1FrontCompareFunction ("Front Compare Function", Float) = 8
+ [HideInInspector] m_end_MaskedStencil1PassFrontOptions("Front", Float) = 0
+ [HideInInspector] m_end_Masked_Stencil1("Masked stencil 1", Float) = 0
+ //endex
+
+ //ifex _Masked_Stencil2_Enabled==0
+ [HideInInspector] m_start_Masked_Stencil2("Masked stencil 2", Float) = 0
+ [ThryToggle(_)] _Masked_Stencil2_Enabled("Enable", Float) = 0
+ [ThryWideEnum(Simple, 0, Front Face vs Back Face, 1)] _Stencil2Type ("Stencil Type", Float) = 0
+ _Masked_Stencil2_Mask("Mask", 2D) = "white" {}
+ [IntRange] _MaskedStencil2Ref ("Stencil Reference Value", Range(0, 255)) = 0
+ [IntRange] _MaskedStencil2ReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255
+ [IntRange] _MaskedStencil2WriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil2PassOp ("Stencil Pass Op--{condition_showS:(_Stencil2Type==0)}", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil2FailOp ("Stencil Fail Op--{condition_showS:(_Stencil2Type==0)}", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil2ZFailOp ("Stencil ZFail Op--{condition_showS:(_Stencil2Type==0)}", Float) = 0
+ [Enum(UnityEngine.Rendering.CompareFunction)] _MaskedStencil2CompareFunction ("Stencil Compare Function--{condition_showS:(_Stencil2Type==0)}", Float) = 8
+ [HideInInspector] m_start_MaskedStencil2PassBackOptions("Back--{condition_showS:(_Stencil2Type==1)}", Float) = 0
+ [Helpbox(1)] _FFBFStencilHelp0 ("Front Face and Back Face Stencils only work when locked in due to Unity's Stencil managment", Int) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil2BackPassOp ("Back Pass Op", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil2BackFailOp ("Back Fail Op", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil2BackZFailOp ("Back ZFail Op", Float) = 0
+ [Enum(UnityEngine.Rendering.CompareFunction)] _MaskedStencil2BackCompareFunction ("Back Compare Function", Float) = 8
+ [HideInInspector] m_end_MaskedStencil2PassBackOptions("Back", Float) = 0
+ [HideInInspector] m_start_MaskedStencil2PassFrontOptions("Front--{condition_showS:(_Stencil2Type==1)}", Float) = 0
+ [Helpbox(1)] _FFBFStencilHelp1 ("Front Face and Back Face Stencils only work when locked in due to Unity's Stencil managment", Int) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil2FrontPassOp ("Front Pass Op", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil2FrontFailOp ("Front Fail Op", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil2FrontZFailOp ("Front ZFail Op", Float) = 0
+ [Enum(UnityEngine.Rendering.CompareFunction)] _MaskedStencil2FrontCompareFunction ("Front Compare Function", Float) = 8
+ [HideInInspector] m_end_MaskedStencil2PassFrontOptions("Front", Float) = 0
+ [HideInInspector] m_end_Masked_Stencil2("Masked stencil 2", Float) = 0
+ //endex
+
+ //ifex _Masked_Stencil3_Enabled==0
+ [HideInInspector] m_start_Masked_Stencil3("Masked stencil 3", Float) = 0
+ [ThryToggle(_)] _Masked_Stencil3_Enabled("Enable", Float) = 0
+ [ThryWideEnum(Simple, 0, Front Face vs Back Face, 1)] _Stencil3Type ("Stencil Type", Float) = 0
+ _Masked_Stencil3_Mask("Mask", 2D) = "white" {}
+ [IntRange] _MaskedStencil3Ref ("Stencil Reference Value", Range(0, 255)) = 0
+ [IntRange] _MaskedStencil3ReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255
+ [IntRange] _MaskedStencil3WriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil3PassOp ("Stencil Pass Op--{condition_showS:(_Stencil3Type==0)}", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil3FailOp ("Stencil Fail Op--{condition_showS:(_Stencil3Type==0)}", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil3ZFailOp ("Stencil ZFail Op--{condition_showS:(_Stencil3Type==0)}", Float) = 0
+ [Enum(UnityEngine.Rendering.CompareFunction)] _MaskedStencil3CompareFunction ("Stencil Compare Function--{condition_showS:(_Stencil3Type==0)}", Float) = 8
+ [HideInInspector] m_start_MaskedStencil3PassBackOptions("Back--{condition_showS:(_Stencil3Type==1)}", Float) = 0
+ [Helpbox(1)] _FFBFStencilHelp0 ("Front Face and Back Face Stencils only work when locked in due to Unity's Stencil managment", Int) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil3BackPassOp ("Back Pass Op", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil3BackFailOp ("Back Fail Op", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil3BackZFailOp ("Back ZFail Op", Float) = 0
+ [Enum(UnityEngine.Rendering.CompareFunction)] _MaskedStencil3BackCompareFunction ("Back Compare Function", Float) = 8
+ [HideInInspector] m_end_MaskedStencil3PassBackOptions("Back", Float) = 0
+ [HideInInspector] m_start_MaskedStencil3PassFrontOptions("Front--{condition_showS:(_Stencil3Type==1)}", Float) = 0
+ [Helpbox(1)] _FFBFStencilHelp1 ("Front Face and Back Face Stencils only work when locked in due to Unity's Stencil managment", Int) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil3FrontPassOp ("Front Pass Op", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil3FrontFailOp ("Front Fail Op", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil3FrontZFailOp ("Front ZFail Op", Float) = 0
+ [Enum(UnityEngine.Rendering.CompareFunction)] _MaskedStencil3FrontCompareFunction ("Front Compare Function", Float) = 8
+ [HideInInspector] m_end_MaskedStencil3PassFrontOptions("Front", Float) = 0
+ [HideInInspector] m_end_Masked_Stencil3("Masked stencil 3", Float) = 0
+ //endex
+
+ //ifex _Masked_Stencil4_Enabled==0
+ [HideInInspector] m_start_Masked_Stencil4("Masked stencil 4", Float) = 0
+ [ThryToggle(_)] _Masked_Stencil4_Enabled("Enable", Float) = 0
+ [ThryWideEnum(Simple, 0, Front Face vs Back Face, 1)] _Stencil4Type ("Stencil Type", Float) = 0
+ _Masked_Stencil4_Mask("Mask", 2D) = "white" {}
+ [IntRange] _MaskedStencil4Ref ("Stencil Reference Value", Range(0, 255)) = 0
+ [IntRange] _MaskedStencil4ReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255
+ [IntRange] _MaskedStencil4WriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil4PassOp ("Stencil Pass Op--{condition_showS:(_Stencil4Type==0)}", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil4FailOp ("Stencil Fail Op--{condition_showS:(_Stencil4Type==0)}", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil4ZFailOp ("Stencil ZFail Op--{condition_showS:(_Stencil4Type==0)}", Float) = 0
+ [Enum(UnityEngine.Rendering.CompareFunction)] _MaskedStencil4CompareFunction ("Stencil Compare Function--{condition_showS:(_Stencil4Type==0)}", Float) = 8
+ [HideInInspector] m_start_MaskedStencil4PassBackOptions("Back--{condition_showS:(_Stencil4Type==1)}", Float) = 0
+ [Helpbox(1)] _FFBFStencilHelp0 ("Front Face and Back Face Stencils only work when locked in due to Unity's Stencil managment", Int) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil4BackPassOp ("Back Pass Op", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil4BackFailOp ("Back Fail Op", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil4BackZFailOp ("Back ZFail Op", Float) = 0
+ [Enum(UnityEngine.Rendering.CompareFunction)] _MaskedStencil4BackCompareFunction ("Back Compare Function", Float) = 8
+ [HideInInspector] m_end_MaskedStencil4PassBackOptions("Back", Float) = 0
+ [HideInInspector] m_start_MaskedStencil4PassFrontOptions("Front--{condition_showS:(_Stencil4Type==1)}", Float) = 0
+ [Helpbox(1)] _FFBFStencilHelp1 ("Front Face and Back Face Stencils only work when locked in due to Unity's Stencil managment", Int) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil4FrontPassOp ("Front Pass Op", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil4FrontFailOp ("Front Fail Op", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _MaskedStencil4FrontZFailOp ("Front ZFail Op", Float) = 0
+ [Enum(UnityEngine.Rendering.CompareFunction)] _MaskedStencil4FrontCompareFunction ("Front Compare Function", Float) = 8
+ [HideInInspector] m_end_MaskedStencil4PassFrontOptions("Front", Float) = 0
+ [HideInInspector] m_end_Masked_Stencil4("Masked stencil 4", Float) = 0
//endex
//ifex _Stencil_Enabled==0
@@ -403,6 +491,35 @@ Shader "yum_food/2ner"
[HideInInspector] m_end_Focal_Length_Control("Focal Length Control", Float) = 0
//endex
+ //ifex _Glitter_Enabled==0
+ [HideInInspector] m_start_Glitter("Glitter", Float) = 0
+ [ThryToggle(_GLITTER)] _Glitter_Enabled("Enable", Float) = 0
+ [HDR] _Glitter_Color("Color", Color) = (1, 1, 1, 1)
+ _Glitter_Emission("Emission", Color) = (1, 1, 1, 1)
+ _Glitter_Layers("Layers", Range(1, 5)) = 1
+ _Glitter_Grid_Size("Grid size", Float) = 1
+ _Glitter_Size("Size", Range(0, 1)) = 1
+ _Glitter_Major_Minor_Ratio("Major/minor ratio", Range(0, 1)) = 1
+ _Glitter_Angle_Randomization_Range("Angle randomization", Range(0, 1)) = 1
+ _Glitter_Center_Randomization_Range("Center randomization", Range(0, 1)) = 1
+ _Glitter_Size_Randomization_Range("Size randomization", Range(0, 1)) = 0.4
+ _Glitter_Existence_Chance("Existence chance", Range(0, 1)) = 0.1
+ //ifex _Glitter_Angle_Limit_Enabled==0
+ [HideInInspector] m_start_Glitter_Angle_Limit("Angle limit", Float) = 0
+ [ThryToggle(_GLITTER_ANGLE_LIMIT)] _Glitter_Angle_Limit_Enabled("Enable", Float) = 0
+ _Glitter_Angle_Limit("Limit", Range(0.001, 1)) = 1
+ _Glitter_Angle_Limit_Transition_Width("Transition width", Range(0, 1)) = 0.1
+ [HideInInspector] m_end_Glitter_Angle_Limit("Angle limit", Float) = 0
+ //endex
+ //ifex _Glitter_Mask_Enabled==0
+ [HideInInspector] m_start_Glitter_Mask("Mask", Float) = 0
+ [ThryToggle(_GLITTER_MASK)] _Glitter_Mask_Enabled("Enable", Float) = 0
+ _Glitter_Mask("Mask", 2D) = "white" {}
+ [HideInInspector] m_end_Glitter_Mask("Mask", Float) = 0
+ //endex
+ [HideInInspector] m_end_Glitter("Glitter", Float) = 0
+ //endex
+
[HideInInspector] m_lightingOptions("Lighting Options", Float) = 0
//ifex _Receive_Shadows_Enabled==0
[HideInInspector] m_start_Shadow_Receiving("Receive shadows", Float) = 0
@@ -498,9 +615,9 @@ Shader "yum_food/2ner"
SubShader {
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "VRCFallback" = "Standard" }
- //ifex _Masked_Stencil_Enabled==0
+ //ifex _Masked_Stencil1_Enabled==0
Pass {
- Name "MASKEDSTENCIL"
+ Name "MASKEDSTENCIL1"
Tags { "LightMode" = "ForwardBase" }
//BlendOp [_BlendOp], [_BlendOpAlpha]
//Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
@@ -510,26 +627,167 @@ Shader "yum_food/2ner"
Stencil
{
- Ref [_MaskedStencilRef]
- ReadMask [_MaskedStencilReadMask]
- WriteMask [_MaskedStencilWriteMask]
- //ifex _MaskedStencilType==1
- Comp [_MaskedStencilCompareFunction]
- Pass [_MaskedStencilPassOp]
- Fail [_MaskedStencilFailOp]
- ZFail [_MaskedStencilZFailOp]
+ Ref [_MaskedStencil1Ref]
+ ReadMask [_MaskedStencil1ReadMask]
+ WriteMask [_MaskedStencil1WriteMask]
+ //ifex _Stencil1Type==1
+ Comp [_MaskedStencil1CompareFunction]
+ Pass [_MaskedStencil1PassOp]
+ Fail [_MaskedStencil1FailOp]
+ ZFail [_MaskedStencil1ZFailOp]
//endex
- //ifex _MaskedStencilType==0
- CompBack [_MaskedStencilBackCompareFunction]
- PassBack [_MaskedStencilBackPassOp]
- FailBack [_MaskedStencilBackFailOp]
- ZFailBack [_MaskedStencilBackZFailOp]
+ //ifex _Stencil1Type==0
+ CompBack [_MaskedStencil1BackCompareFunction]
+ PassBack [_MaskedStencil1BackPassOp]
+ FailBack [_MaskedStencil1BackFailOp]
+ ZFailBack [_MaskedStencil1BackZFailOp]
- CompFront [_MaskedStencilFrontCompareFunction]
- PassFront [_MaskedStencilFrontPassOp]
- FailFront [_MaskedStencilFrontFailOp]
- ZFailFront [_MaskedStencilFrontZFailOp]
+ CompFront [_MaskedStencil1FrontCompareFunction]
+ PassFront [_MaskedStencil1FrontPassOp]
+ FailFront [_MaskedStencil1FrontFailOp]
+ ZFailFront [_MaskedStencil1FrontZFailOp]
+ //endex
+ }
+
+ CGPROGRAM
+ #pragma target 5.0
+ #pragma multi_compile_instancing
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #define MASKED_STENCIL1_PASS
+
+ #include "2ner.cginc"
+ ENDCG
+ }
+ //endex
+ //ifex _Masked_Stencil2_Enabled==0
+ Pass {
+ Name "MASKEDSTENCIL2"
+ Tags { "LightMode" = "ForwardBase" }
+ //BlendOp [_BlendOp], [_BlendOpAlpha]
+ //Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
+ //Cull [_Cull]
+ ZWrite Off
+ ZTest LEqual
+
+ Stencil
+ {
+ Ref [_MaskedStencil2Ref]
+ ReadMask [_MaskedStencil2ReadMask]
+ WriteMask [_MaskedStencil2WriteMask]
+ //ifex _Stencil2Type==1
+ Comp [_MaskedStencil2CompareFunction]
+ Pass [_MaskedStencil2PassOp]
+ Fail [_MaskedStencil2FailOp]
+ ZFail [_MaskedStencil2ZFailOp]
+ //endex
+
+ //ifex _Stencil2Type==0
+ CompBack [_MaskedStencil2BackCompareFunction]
+ PassBack [_MaskedStencil2BackPassOp]
+ FailBack [_MaskedStencil2BackFailOp]
+ ZFailBack [_MaskedStencil2BackZFailOp]
+
+ CompFront [_MaskedStencil2FrontCompareFunction]
+ PassFront [_MaskedStencil2FrontPassOp]
+ FailFront [_MaskedStencil2FrontFailOp]
+ ZFailFront [_MaskedStencil2FrontZFailOp]
+ //endex
+ }
+
+ CGPROGRAM
+ #pragma target 5.0
+ #pragma multi_compile_instancing
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #define MASKED_STENCIL2_PASS
+
+ #include "2ner.cginc"
+ ENDCG
+ }
+ //endex
+ //ifex _Masked_Stencil3_Enabled==0
+ Pass {
+ Name "MASKEDSTENCIL3"
+ Tags { "LightMode" = "ForwardBase" }
+ //BlendOp [_BlendOp], [_BlendOpAlpha]
+ //Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
+ //Cull [_Cull]
+ ZWrite Off
+ ZTest LEqual
+
+ Stencil
+ {
+ Ref [_MaskedStencil3Ref]
+ ReadMask [_MaskedStencil3ReadMask]
+ WriteMask [_MaskedStencil3WriteMask]
+ //ifex _Stencil3Type==1
+ Comp [_MaskedStencil3CompareFunction]
+ Pass [_MaskedStencil3PassOp]
+ Fail [_MaskedStencil3FailOp]
+ ZFail [_MaskedStencil3ZFailOp]
+ //endex
+
+ //ifex _Stencil3Type==0
+ CompBack [_MaskedStencil3BackCompareFunction]
+ PassBack [_MaskedStencil3BackPassOp]
+ FailBack [_MaskedStencil3BackFailOp]
+ ZFailBack [_MaskedStencil3BackZFailOp]
+
+ CompFront [_MaskedStencil3FrontCompareFunction]
+ PassFront [_MaskedStencil3FrontPassOp]
+ FailFront [_MaskedStencil3FrontFailOp]
+ ZFailFront [_MaskedStencil3FrontZFailOp]
+ //endex
+ }
+
+ CGPROGRAM
+ #pragma target 5.0
+ #pragma multi_compile_instancing
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #define MASKED_STENCIL3_PASS
+
+ #include "2ner.cginc"
+ ENDCG
+ }
+ //endex
+ //ifex _Masked_Stencil4_Enabled==0
+ Pass {
+ Name "MASKEDSTENCIL4"
+ Tags { "LightMode" = "ForwardBase" }
+ //BlendOp [_BlendOp], [_BlendOpAlpha]
+ //Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
+ //Cull [_Cull]
+ ZWrite Off
+ ZTest LEqual
+
+ Stencil
+ {
+ Ref [_MaskedStencil4Ref]
+ ReadMask [_MaskedStencil4ReadMask]
+ WriteMask [_MaskedStencil4WriteMask]
+ //ifex _Stencil4Type==1
+ Comp [_MaskedStencil4CompareFunction]
+ Pass [_MaskedStencil4PassOp]
+ Fail [_MaskedStencil4FailOp]
+ ZFail [_MaskedStencil4ZFailOp]
+ //endex
+
+ //ifex _Stencil4Type==0
+ CompBack [_MaskedStencil4BackCompareFunction]
+ PassBack [_MaskedStencil4BackPassOp]
+ FailBack [_MaskedStencil4BackFailOp]
+ ZFailBack [_MaskedStencil4BackZFailOp]
+
+ CompFront [_MaskedStencil4FrontCompareFunction]
+ PassFront [_MaskedStencil4FrontPassOp]
+ FailFront [_MaskedStencil4FrontFailOp]
+ ZFailFront [_MaskedStencil4FrontZFailOp]
//endex
}
@@ -539,7 +797,7 @@ Shader "yum_food/2ner"
#pragma vertex vert
#pragma fragment frag
- #define MASKED_STENCIL_PASS
+ #define MASKED_STENCIL4_PASS
#include "2ner.cginc"
ENDCG