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authoryum <yum.food.vr@gmail.com>2025-02-18 16:35:22 -0800
committeryum <yum.food.vr@gmail.com>2025-02-18 16:35:22 -0800
commit547c6064f6a8ab2749f496ce7ea2856e8cc1bcda (patch)
tree080e30ef69f9e4daa476e529c9f015bd2cf77fa8 /2ner.shader
parent3087ea990dfea49c32a8a9d9f6ac9c1790817efc (diff)
Add matcaps and rim lighting
* Add min brightness * MainTex and BumpMap can be independently tiled * Fix outlines * Remove lightDirTS (unused) * Normalize i.normal in pixel shader * Elide unused AO when locked * Wrap lines at 80 columns
Diffstat (limited to '2ner.shader')
-rw-r--r--2ner.shader81
1 files changed, 68 insertions, 13 deletions
diff --git a/2ner.shader b/2ner.shader
index ace35f9..bbb8fa3 100644
--- a/2ner.shader
+++ b/2ner.shader
@@ -1,7 +1,7 @@
Shader "yum_food/2ner"
{
- Properties
- {
+ Properties
+ {
[HideInInspector] shader_master_label("<color=#de719bff>2ner</color>", Float) = 0
[HideInInspector] shader_is_using_thry_editor("", Float) = 0
[HideInInspector] shader_presets("ThryPresetsExample", Float) = 0
@@ -33,9 +33,14 @@ Shader "yum_food/2ner"
_MainTex("Base color", 2D) = "white" {}
[PanningTexture][Normal]_BumpMap("Normals", 2D) = "bump" {}
_BumpScale("Normal Intensity", Range(0, 10)) = 1
- _OcclusionMap("Ambient occlusion", 2D) = "white" {}
- _OcclusionStrength("Ambient occlusion", Range(0,1)) = 1
_Clip("Alpha Cuttoff", Range(0, 1.001)) = 0.5
+ //ifex _Ambient_Occlusion_Enabled==0
+ [HideInInspector] m_start_AO("Ambient occlusion", Float) = 0
+ [ThryToggle(_AMBIENT_OCCLUSION)]_Ambient_Occlusion_Enabled("Enable", Float) = 0
+ _OcclusionMap("Ambient occlusion", 2D) = "white" {}
+ _OcclusionStrength("Ambient occlusion", Range(0,1)) = 1
+ [HideInInspector] m_end_AO("Metallics", Float) = 0
+ //endex
[HideInInspector] m_reflectionOptions("Reflections", Float) = 0
[HideInInspector] m_start_Metallic("Metallics", Float) = 0
@@ -45,9 +50,9 @@ Shader "yum_food/2ner"
[HideInInspector] m_end_Metallic("Metallics", Float) = 0
[HideInInspector] m_gimmicks("Gimmicks", Float) = 0
- //ifex _OutlinesEnabled==0
+ //ifex _Outlines_Enabled==0
[HideInInspector] m_start_Outlines("Outlines", Float) = 0
- [ThryToggle(_)]_OutlinesEnabled("Enable", Float) = 0
+ [ThryToggle(_OUTLINES)]_Outlines_Enabled("Enable", Float) = 0
_Outline_Color("Color", Color) = (0, 0, 0, 1)
_Outline_Width("Width", Float) = 0.01
[HideInInspector] m_start_OutlinesMask("Mask", Float) = 0
@@ -56,6 +61,52 @@ Shader "yum_food/2ner"
[HideInInspector] m_end_OutlinesMask("Mask", Float) = 0
[HideInInspector] m_end_Outlines("Outlines", Float) = 0
//endex
+ //ifex _Matcap0_Enabled==0
+ [HideInInspector] m_start_Matcaps("Matcaps", Float) = 0
+ [HideInInspector] m_start_Matcap0("Matcap 0", Float) = 0
+ [ThryToggle(_MATCAP0)]_Matcap0_Enabled("Enable", Float) = 0
+ _Matcap0("Matcap", 2D) = "white" {}
+ [Toggle(_)]_Matcap0_Invert("Invert", Float) = 0
+ [ThryWideEnum(Replace, 0, Add, 1, Multiply, 2, Subtract, 3, AddProduct, 4)]
+ _Matcap0_Mode("Mode", Int) = 0
+ _Matcap0_Strength("Strength", Float) = 1
+ [HideInInspector] m_start_Matcap0_Mask("Mask", Float) = 0
+ [ThryToggle(_MATCAP0_MASK)]_Matcap0_Mask_Enabled("Enable", Float) = 0
+ _Matcap0_Mask("Mask", 2D) = "white" {}
+ [HideInInspector] m_end_Matcap0_Mask("Mask", Float) = 0
+ [HideInInspector] m_end_Matcap0("Matcaps", Float) = 0
+ [HideInInspector] m_end_Matcaps("Matcaps", Float) = 0
+ //endex
+ //ifex _Rim_Lighting0_Enabled==0
+ [HideInInspector] m_start_Rim_Lighting("Rim lighting", Float) = 0
+ [HideInInspector] m_start_Rim_Lighting0("Rim lighting 0", Float) = 0
+ [ThryToggle(_RIM_LIGHTING0)]_Rim_Lighting0_Enabled("Enable", Float) = 0
+ _Rim_Lighting0_Center("Center", Range(0, 0.5)) = 0.5
+ _Rim_Lighting0_Power("Power", Float) = 5
+ _Rim_Lighting0_Color("Color", Color) = (1, 1, 1, 1)
+ _Rim_Lighting0_Brightness("Brightness", Float) = 1
+ [ThryWideEnum(Replace, 0, Add, 1, Multiply, 2, Subtract, 3, AddProduct, 4)]
+ _Rim_Lighting0_Mode("Mode", Int) = 0
+ [HideInInspector] m_start_Rim_Lighting0_Mask("Mask", Float) = 0
+ [ThryToggle(_RIM_LIGHTING0_MASK)]_Rim_Lighting0_Mask_Enabled("Enable", Float) = 0
+ _Rim_Lighting0_Mask("Mask", 2D) = "white" {}
+ [HideInInspector] m_end_Rim_Lighting0_Mask("Mask", Float) = 0
+ [HideInInspector] m_end_Rim_Lighting0("Rim lighting", Float) = 0
+ [HideInInspector] m_start_Rim_Lighting1("Rim lighting 1", Float) = 0
+ [ThryToggle(_RIM_LIGHTING1)]_Rim_Lighting1_Enabled("Enable", Float) = 0
+ _Rim_Lighting1_Center("Center", Range(0, 0.5)) = 0.5
+ _Rim_Lighting1_Power("Power", Float) = 5
+ _Rim_Lighting1_Color("Color", Color) = (1, 1, 1, 1)
+ _Rim_Lighting1_Brightness("Brightness", Float) = 1
+ [ThryWideEnum(Replace, 0, Add, 1, Multiply, 2, Subtract, 3, AddProduct, 4)]
+ _Rim_Lighting1_Mode("Mode", Int) = 0
+ [HideInInspector] m_start_Rim_Lighting1_Mask("Mask", Float) = 0
+ [ThryToggle(_RIM_LIGHTINg1_MASK)]_Rim_Lighting1_Mask_Enabled("Enable", Float) = 0
+ _Rim_Lighting1_Mask("Mask", 2D) = "white" {}
+ [HideInInspector] m_end_Rim_Lighting1_Mask("Mask", Float) = 0
+ [HideInInspector] m_end_Rim_Lighting1("Rim lighting", Float) = 0
+ [HideInInspector] m_end_Rim_Lighting("Rim lighting", Float) = 0
+ //endex
[HideInInspector] m_lightingOptions("Lighting Options", Float) = 0
//ifex _Receive_Shadows_Enabled==0
@@ -75,6 +126,12 @@ Shader "yum_food/2ner"
_Wrap_NoL_Specular_Strength("Specular strength", Range(0, 1)) = 0.1
[HideInInspector] m_end_WrappedLighting("Wrapped lighting", Float) = 0
//endex
+ //ifex _Min_Brightness_Enabled==0
+ [HideInInspector] m_start_Min_Brightness("Minimum brightness", Float) = 0
+ [ThryToggle(_MIN_BRIGHTNESS)] _Min_Brightness_Enabled("Enable", Float) = 0
+ _Min_Brightness("Value", Range(0, 1)) = 0
+ [HideInInspector] m_end_Min_Brightness("Minimum brightness", Float) = 0
+ //endex
[HideInInspector] m_renderingOptions("Rendering Options", Float) = 0
[Enum(UnityEngine.Rendering.CullMode)] _Cull("Cull", Float) = 2
@@ -101,7 +158,7 @@ Shader "yum_food/2ner"
[DoNotAnimate][Enum(UnityEngine.Rendering.BlendMode)] _AddDstBlendAlpha ("Alpha Destination Blend", Int) = 1
[DoNotAnimate][HideInInspector] m_end_alphaBlending ("Advanced Alpha Blending", Float) = 0
[HideInInspector] m_end_blending ("Blending", Float) = 0
- //ifex _OutlinesEnabled==0
+ //ifex _Outlines_Enabled==0
// Outline Blending Options
[HideInInspector] m_start_outlineBlending ("Outline Blending", Float) = 0
[Enum(Thry.BlendOp)]_OutlineBlendOp ("RGB Blend Op", Int) = 0
@@ -134,7 +191,7 @@ Shader "yum_food/2ner"
Cull [_Cull]
ZWrite [_ZWrite]
ZTest [_ZTest]
-
+
CGPROGRAM
#pragma target 5.0
#pragma multi_compile_fwdbase
@@ -157,7 +214,7 @@ Shader "yum_food/2ner"
ZTest [_ZTest]
BlendOp [_AddBlendOp], [_AddBlendOpAlpha]
Blend [_AddSrcBlend] [_AddDstBlend], [_AddSrcBlendAlpha] [_AddDstBlendAlpha]
-
+
CGPROGRAM
#pragma target 5.0
#pragma multi_compile_fwdadd_fullshadows
@@ -171,7 +228,7 @@ Shader "yum_food/2ner"
#include "2ner.cginc"
ENDCG
}
- //ifex _OutlinesEnabled==0
+ //ifex _Outlines_Enabled==0
Pass {
Name "OUTLINES"
Name "FORWARD"
@@ -181,7 +238,7 @@ Shader "yum_food/2ner"
ZTest [_ZTest]
BlendOp [_OutlineBlendOp], [_OutlineBlendOpAlpha]
Blend [_OutlineSrcBlend] [_OutlineDstBlend], [_OutlineSrcBlendAlpha] [_OutlineDstBlendAlpha]
-
+
CGPROGRAM
#pragma target 5.0
#pragma multi_compile_fwdbase
@@ -196,8 +253,6 @@ Shader "yum_food/2ner"
ENDCG
}
//endex
- // TODO I think this is unnecessary? I'm casting shadows just fine in
- // testbed.
Pass {
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }