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-rw-r--r--2ner.shader419
1 files changed, 419 insertions, 0 deletions
diff --git a/2ner.shader b/2ner.shader
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index 0000000..193ac70
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+++ b/2ner.shader
@@ -0,0 +1,419 @@
+Shader "yum_food/2ner"
+{
+ 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
+ [HideInInspector] shader_properties_label_file("ThryLabelExample", Float) = 0
+
+ [HideInInspector] _ForgotToLockMaterial(";;YOU_FORGOT_TO_LOCK_THE_MATERIAL;", Int) = 0
+ [ThryShaderOptimizerLockButton] _ShaderOptimizerEnabled("", Int) = 0
+
+ // TODO these are buggy
+ // [HideInInspector] footer_youtube ("", Float) = 0
+ // [HideInInspector] footer_github ("", Float) = 0
+
+ [ThryWideEnum(Opaque, 0, Cutout, 1, Fade, 2, Transparent, 3, Additive, 4, Soft Additive, 5, Multiplicative, 6, 2x Multiplicative, 7, Multiplicative Grab Pass, 8)]_Mode("Rendering Preset--{on_value:''
+ 0,render_queue = 2000,render_type = Opaque,_BlendOp = 0,_BlendOpAlpha = 0,_Cutoff = 0,_SrcBlend = 1,_DstBlend = 0,_AlphaToMask = 0,_ZWrite = 1,_ZTest = 4,_AlphaPremultiply = 0;
+ 1,render_queue = 2460,render_type = TransparentCutout,_BlendOp = 0,_BlendOpAlpha = 0,_Cutoff = 0.5,_SrcBlend = 1,_DstBlend = 0,_AlphaToMask = 1,_ZWrite = 1,_ZTest = 4,_AlphaPremultiply = 0
+ '' }", Int) = 0
+
+ [HideInInspector] m_mainOptions("Main", Float) = 0
+ _Color("Tint", Color) = (1, 1, 1, 1)
+ _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
+
+ //[HideInInspector] m_start_Alpha("Alpha Options--{altClick:{type:URL,data:https://thryrallo.de}}", Float) = 0
+ _Clip("Alpha Cuttoff", Range(0, 1.001)) = 0.5
+ //[Toggle(_)]_ForceOpaque("Force Opaque", Float) = 0
+ //[Toggle(_)]_MainAlphaToCoverage("Alpha To Coverage", Float) = 1
+ //_MainMipScale("Mip Level Alpha Scale", Range(0, 1)) = 0.25
+ //[HideInInspector] m_end_Alpha("Alpha Options", Float) = 0
+
+ //[HideInInspector] m_start_DetailOptions("Details", Float) = 0
+ //_DetailMask("Detail Mask (R:Texture, G:Normal)", 2D) = "white" { }
+ //[PanningTexture]_DetailTex("Detail Texture", 2D) = "gray" { }
+ //[HideInInspector][Vector2]_DetailTexturePan("Panning", Vector) = (0, 0, 0, 0)
+ //[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _DetailTexUV("Detail Tex UV#", Int) = 0
+ //_DetailTexIntensity("Detail Tex Intensity", Range(0, 10)) = 1
+ //_DetailBrightness("Detail Brightness:", Range(0, 2)) = 1
+ //_DetailTint("Detail Tint", Color) = (1, 1, 1)
+ //[Normal]_DetailNormalMap("Detail Normal", 2D) = "bump" { }
+ //[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _DetailNormalUV("Detail Normal UV#", Int) = 0
+ //_DetailNormalMapScale("Detail Normal Intensity", Range(0, 10)) = 1
+ //[HideInInspector][Vector2]_MainDetailNormalPan("Panning", Vector) = (0, 0, 0, 0)
+ //[HideInInspector] m_end_DetailOptions("Details", Float) = 0
+
+ //[HideInInspector] m_lightingOptions("Lighting Options", Float) = 0
+ //[HideInInspector] m_start_Lighting("Light and Shadow", Float) = 0
+ //[Toggle(_NORMALMAP)]_EnableLighting("Enable Lighting", Float) = 1
+ //[HideInInspector] g_start_l("", Int) = 0
+ //[Enum(Natural, 0, Controlled, 1, Standardish, 2)] _LightingType("Lighting Type", Int) = 1
+ //[Gradient]_ToonRamp("Lighting Ramp", 2D) = "white" { }
+ //_LightingShadowMask("Shadow Mask (R)", 2D) = "white" { }
+ //_ShadowStrength("Shadow Strength", Range(0, 1)) = .2
+ //_ShadowOffset("Shadow Offset", Range(-1, 1)) = 0
+ //_AOMap("AO Map", 2D) = "white" { }
+ //[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _LightingAOUV("AO Map UV#", Int) = 0
+ //_AOStrength("AO Strength", Range(0, 1)) = 1
+ //_LightingMinLightBrightness("Min Brightness", Range(0,1)) = 0
+ //[HideInInspector] m_start_lightingStandard("Standardish Settings", Float) = 0
+ //_LightingStandardSmoothness("Smoothness", Range(0, 1)) = 0
+ //[HideInInspector] m_end_lightingStandard("Standardish Settings", Float) = 0
+ //[HideInInspector] m_start_lightingAdvanced("Advanced", Float) = 0
+ //_LightingIndirectContribution("Indirect Contribution", Range(0, 1)) = .25
+ //_AdditiveSoftness("Additive Softness", Range(0, 0.5)) = 0.005
+ //_AdditiveOffset("Additive Offset", Range(-0.5, 0.5)) = 0
+ //_LightingAdditiveIntensity("Additive Intensity", Range(0,1)) = 1
+ //_AttenuationMultiplier("Attenuation", Range(0, 1)) = 0
+ //[HideInInspector] m_end_lightingAdvanced("Advanced", Float) = 0
+ //[HideInInspector] m_start_lightingBeta("Beta", Float) = 0
+ //[Toggle(_)]_LightingStandardControlsToon("Standard Lighting Controls Toon Ramp", Float) = 0
+ //[HideInInspector] m_end_lightingBeta("Beta", Float) = 0
+ //[HideInInspector] g_end_l("", Int) = 0
+ //[HideInInspector] m_end_Lighting("Light and Shadow", Float) = 0
+
+ //[HideInInspector] m_start_subsurface("Subsurface Scattering", Float) = 0
+ //[Toggle(_TERRAIN_NORMAL_MAP)]_EnableSSS("Enable Subsurface Scattering", Float) = 0
+ //_SSSColor("Subsurface Color", Color) = (1, 1, 1, 1)
+ //_SSSThicknessMap("Thickness Map", 2D) = "black" { }
+ //_SSSThicknessMod("Thickness mod", Range(-1, 1)) = 0
+ //_SSSSCale("Light Strength", Range(0, 1)) = 0
+ //_SSSPower("Light Spread", Range(1, 100)) = 1
+ //_SSSDistortion("Light Distortion", Range(0, 1)) = 0
+ //[HideInInspector] m_end_subsurface("Subsurface Scattering", Float) = 0
+
+ //[HideInInspector] m_start_rimLightOptions("Rim Lighting", Float) = 0
+ //[Toggle(_GLOSSYREFLECTIONS_OFF)]_EnableRimLighting("Enable Rim Lighting", Float) = 0
+ //[Toggle(_)]_RimLightingInvert("Invert Rim Lighting", Float) = 0
+ //_RimLightColor("Rim Color", Color) = (1, 1, 1, 1)
+ //_RimWidth("Rim Width", Range(0, 1)) = 0.8
+ //_RimSharpness("Rim Sharpness", Range(0, 1)) = .25
+ //_RimStrength("Rim Emission", Range(0, 20)) = 0
+ //_RimBrighten("Rim Color Brighten", Range(0, 3)) = 0
+ //_RimLightColorBias("Rim Color Bias", Range(0, 1)) = 0
+ //[PanningTexture]_RimTex("Rim Texture", 2D) = "white" { }
+ //_RimMask("Rim Mask", 2D) = "white" { }
+ //[HideInInspector][Vector2]_RimTexPanSpeed("Panning", Vector) = (0, 0, 0, 0)
+ //[HideInInspector] m_start_reflectionRim("Environmental Rim", Float) = 0
+ //[Toggle(_)]_EnableEnvironmentalRim("Enable Environmental Rim", Float) = 0
+ //_RimEnviroMask("Mask", 2D) = "white" { }
+ //_RimEnviroBlur("Blur", Range(0, 1)) = 0.7
+ //_RimEnviroWidth("Rim Width", Range(0, 1)) = 0.45
+ //_RimEnviroSharpness("Rim Sharpness", Range(0, 1)) = 0
+ //_RimEnviroMinBrightness("Min Brightness Threshold", Range(0, 2)) = 0
+ //[HideInInspector] m_end_reflectionRim("Environmental Rim", Float) = 0
+ //[HideInInspector] m_start_rimWidthNoise("Width Noise", Float) = 0
+ //[PanningTexture]_RimWidthNoiseTexture("Rim Width Noise", 2D) = "black" { }
+ //_RimWidthNoiseStrength("Intensity", Range(0, 1)) = 0.1
+ //[HideInInspector][Vector2]_RimWidthNoisePan("Panning", Vector) = (0, 0, 0, 0)
+ //[HideInInspector] m_end_rimWidthNoise("Width Noise", Float) = 0
+ //[HideInInspector] m_start_ShadowMix("Shadow Mix", Float) = 0
+ //_ShadowMix("Shadow Mix In", Range(0, 1)) = 0
+ //_ShadowMixThreshold("Shadow Mix Threshold", Range(0, 1)) = .5
+ //_ShadowMixWidthMod("Shadow Mix Width Mod", Range(0, 10)) = .5
+ //[HideInInspector] m_end_ShadowMix("Shadow Mix", Float) = 0
+ //[HideInInspector] m_end_rimLightOptions("Rim Lighting", Float) = 0
+
+ //[HideInInspector] m_start_bakedLighting("Baked Lighting", Float) = 0
+ //_GIEmissionMultiplier("GI Emission Multiplier", Float) = 1
+ //[HideInInspector] DSGI("DSGI", Float) = 0 //add this property for double sided illumination settings to be shown
+ //[HideInInspector] LightmapFlags("Lightmap Flags", Float) = 0 //add this property for lightmap flags settings to be shown
+ //[HideInInspector] m_end_bakedLighting("Baked Lighting", Float) = 0
+
+ [HideInInspector] m_reflectionOptions("Reflections", Float) = 0
+ [HideInInspector] m_start_Metallic("Metallics", Float) = 0
+ _MetallicMask("Metallic Mask", 2D) = "white" { }
+ _Metallic("Metallic", Range(0, 1)) = 0
+ _Smoothness("Smoothness", Range(0, 1)) = 0
+ [HideInInspector] m_end_Metallic("Metallics", Float) = 0
+
+ //[HideInInspector] m_start_clearCoat("Clear Coat", Float) = 0
+ //[Toggle(_COLORCOLOR_ON)]_EnableClearCoat("Enable Clear Coat", Float) = 0
+ //[Enum(Vertex, 0, Pixel, 1)] _ClearCoatNormalToUse("What Normal?", Int) = 0
+ //_ClearCoatCubeMap("Baked CubeMap", Cube) = "" { }
+ //[Toggle(_)]_ClearCoatSampleWorld("Force Baked Cubemap", Range(0, 1)) = 0
+ //_ClearCoatTint("Reflection Tint", Color) = (1, 1, 1)
+ //_ClearCoatMask("Mask", 2D) = "white" { }
+ //_ClearCoat("Clear Coat", Range(0, 1)) = 1
+ //_ClearCoatSmoothnessMask("Smoothness Map", 2D) = "white" { }
+ //[Toggle(_)]_ClearCoatInvertSmoothness("Invert Smoothness Map", Range(0, 1)) = 0
+ //_ClearCoatSmoothness("Smoothness", Range(0, 1)) = 0
+ //[Toggle(_)]_ClearCoatForceLighting("Force Lighting", Float) = 0
+ //[HideInInspector] m_end_clearCoat("Clear Coat", Float) = 0
+
+ //[HideInInspector] m_start_matcap("Matcap / Sphere Textures", Float) = 0
+ //[Toggle(_COLORADDSUBDIFF_ON)]_MatcapEnable("Enable Matcap", Float) = 0
+ //_MatcapColor("Color", Color) = (1, 1, 1, 1)
+ //[TextureNoSO]_Matcap("Matcap", 2D) = "white" { }
+ //_MatcapBorder("Border", Range(0, .5)) = 0.43
+ //_MatcapMask("Mask", 2D) = "white" { }
+ //_MatcapIntensity("Intensity", Range(0, 5)) = 1
+ //_MatcapLightMask("Hide in Shadow", Range(0, 1)) = 0
+ //_MatcapReplace("Replace With Matcap", Range(0, 1)) = 1
+ //_MatcapMultiply("Multiply Matcap", Range(0, 1)) = 0
+ //_MatcapAdd("Add Matcap", Range(0, 1)) = 0
+ //[Enum(Vertex, 0, Pixel, 1)] _MatcapNormal("Normal to use", Int) = 1
+ //[HideInInspector] m_end_matcap("Matcap", Float) = 0
+ //[HideInInspector] m_start_Matcap2("Matcap 2", Float) = 0
+ //[Toggle(_)]_Matcap2Enable("Enable Matcap 2", Float) = 0
+ //_Matcap2Color("Color", Color) = (1, 1, 1, 1)
+ //[TextureNoSO]_Matcap2("Matcap", 2D) = "white" { }
+ //_Matcap2Border("Border", Range(0, .5)) = 0.43
+ //_Matcap2Mask("Mask", 2D) = "white" { }
+ //_Matcap2Intensity("Intensity", Range(0, 5)) = 1
+ //_Matcap2LightMask("Hide in Shadow", Range(0, 1)) = 0
+ //_Matcap2Replace("Replace With Matcap", Range(0, 1)) = 0
+ //_Matcap2Multiply("Multiply Matcap", Range(0, 1)) = 0
+ //_Matcap2Add("Add Matcap", Range(0, 1)) = 0
+ //[Enum(Vertex, 0, Pixel, 1)] _Matcap2Normal("Normal to use", Int) = 1
+ //[HideInInspector] m_end_Matcap2("Matcap 2", Float) = 0
+
+ //[HideInInspector] m_start_specular("Specular Reflections", Float) = 0
+ //[Toggle(_SPECGLOSSMAP)]_EnableSpecular("Enable Specular", Float) = 0
+ //[Enum(Realistic, 1, Toon, 2, Anisotropic, 3)] _SpecularType("Specular Type", Int) = 1
+ //_SpecularMinLightBrightness("Min Light Brightness", Range(0, 1)) = 0
+ //_SpecularTint("Specular Tint", Color) = (.2, .2, .2, 1)
+ //_SpecularMixAlbedoIntoTint("Mix Material Color Into Tint", Range(0, 1)) = 0
+ //_SpecularSmoothness("Smoothness", Range(-2, 1)) = .75
+ //_SpecularMap("Specular Map", 2D) = "white" { }
+ //[Toggle(_)]_SpecularInvertSmoothness("Invert Smoothness", Float) = 0
+ //_SpecularMask("Specular Mask", 2D) = "white" { }
+ //[Enum(Alpha, 0, Grayscale, 1)] _SmoothnessFrom("Smoothness From", Int) = 1
+ //[HideInInspector] m_start_SpecularToon("Toon", Float) = 0
+ //[MultiSlider]_SpecularToonInnerOuter("Inner/Outer Edge", Vector) = (0.25, 0.3, 0, 1)
+ //[HideInInspector] m_end_SpecularToon("Toon", Float) = 0
+ //[HideInInspector] m_start_Anisotropic("Anisotropic", Float) = 0
+ //[Enum(Tangent, 0, Bitangent, 1)] _SpecWhatTangent("(Bi)Tangent?", Int) = 0
+ //_AnisoSpec1Alpha("Spec1 Alpha", Range(0, 1)) = 1
+ //_AnisoSpec2Alpha("Spec2 Alpha", Range(0, 1)) = 1
+ ////_Spec1Offset ("Spec1 Offset", Float) = 0
+ ////_Spec1JitterStrength ("Spec1 Jitter Strength", Float) = 1.0
+ //_Spec2Smoothness("Spec2 Smoothness", Range(0, 1)) = 0
+ ////_Spec2Offset ("Spec2 Offset", Float) = 0
+ ////_Spec2JitterStrength ("Spec2 Jitter Strength", Float) = 1.0
+ //[Toggle(_)]_AnisoUseTangentMap("Use Directional Map?", Float) = 0
+ //_AnisoTangentMap("Anisotropic Directional Map", 2D) = "bump" { }
+ ////_ShiftTexture ("Shift Texture", 2D) = "black" { }
+ //[HideInInspector] m_end_Anisotropic("Anisotropic", Float) = 0
+ //[HideInInspector] m_end_specular("Specular Reflections", Float) = 0
+
+ //[HideInInspector] m_Special_Effects("Special Effects", Float) = 0
+ //[HideInInspector] m_start_emissionOptions("Emission / Glow", Float) = 0
+ //[Toggle(_EMISSION)]_EnableEmission("Enable Emission", Float) = 0
+ //[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _EmissionUV("Emission UV#", Int) = 0
+ //[HDR]_EmissionColor("Emission Color", Color) = (1, 1, 1, 1)
+ //[PanningTexture]_EmissionMap("Emission Map", 2D) = "white" { }
+ //[PanningTexture]_EmissionMask("Emission Mask", 2D) = "white" { }
+ //[HideInInspector][Vector2]_EmissionMapPan("Panning", Vector) = (0, 0, 0, 0)
+ //[HideInInspector][Vector2]_EmissionMaskPan("Panning", Vector) = (0, 0, 0, 0)
+ //_EmissionStrength("Emission Strength", Range(0, 20)) = 0
+ //// Inward out emission
+ //[HideInInspector] m_start_CenterOutEmission("Center Out Emission", Float) = 0
+ //[Toggle(_)]_EmissionCenterOutEnabled("Enable Center Out", Float) = 0
+ //_EmissionCenterOutSpeed("Flow Speed", Float) = 5
+ //[HideInInspector] m_end_CenterOutEmission("inward out emission", Float) = 0
+ ////Glow in the dark Emission
+ //[HideInInspector] m_start_glowInDarkEmissionOptions("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0
+ //[Toggle(_)]_EnableGITDEmission("Enable Glow In The Dark", Float) = 0
+ //[Enum(World, 0, Mesh, 1)] _GITDEWorldOrMesh("Lighting Type", Int) = 0
+ //_GITDEMinEmissionMultiplier("Min Emission Multiplier", Range(0, 1)) = 1
+ //_GITDEMaxEmissionMultiplier("Max Emission Multiplier", Range(0, 1)) = 0
+ //_GITDEMinLight("Min Lighting", Range(0, 1)) = 0
+ //_GITDEMaxLight("Max Lighting", Range(0, 1)) = 1
+ //[HideInInspector] m_end_glowInDarkEmissionOptions("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0
+
+ //[HideInInspector] m_start_blinkingEmissionOptions("Blinking Emission", Float) = 0
+ //_EmissiveBlink_Min("Emissive Blink Min", Float) = 1
+ //_EmissiveBlink_Max("Emissive Blink Max", Float) = 1
+ //_EmissiveBlink_Velocity("Emissive Blink Velocity", Float) = 4
+ //[HideInInspector] m_end_blinkingEmissionOptions("Blinking Emission", Float) = 0
+
+ //[HideInInspector] m_start_scrollingEmissionOptions("Scrolling Emission", Float) = 0
+ //[Toggle(_)] _ScrollingEmission("Enable Scrolling Emission", Float) = 0
+ //_EmissiveScroll_Direction("Emissive Scroll Direction", Vector) = (0, -10, 0, 0)
+ //_EmissiveScroll_Width("Emissive Scroll Width", Float) = 10
+ //_EmissiveScroll_Velocity("Emissive Scroll Velocity", Float) = 10
+ //_EmissiveScroll_Interval("Emissive Scroll Interval", Float) = 20
+ //[HideInInspector] m_end_scrollingEmissionOptions("Scrolling Emission", Float) = 0
+ //[HideInInspector] m_end_emissionOptions("Emission / Glow", Float) = 0
+
+ //[HideInInspector] m_start_flipBook("Flipbook", Float) = 0
+ //[Toggle(_FLIPBOOK_BLENDING)]_EnableFlipbook("Enable Flipbook", Float) = 0
+ //[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _FlipbookUV("Flipbook UV#", Int) = 0
+ //[TextureArray]_FlipbookTexArray("Texture Array--{reference_property:_FlipbookTotalFrames}", 2DArray) = "" { }
+ //_FlipbookColor("Color & alpha", Color) = (1, 1, 1, 1)
+ //_FlipbookTotalFrames("Total Frames", Int) = 1
+ //_FlipbookFPS("FPS", Float) = 30.0
+ //_FlipbookScaleOffset("Scale | Offset", Vector) = (1, 1, 0, 0)
+ //[Toggle(_)]_FlipbookTiled("Tiled?", Float) = 0
+ //_FlipbookEmissionStrength("Emission Strength", Range(0, 20)) = 0
+ //_FlipbookRotation("Rotation", Range(0, 360)) = 0
+ //_FlipbookReplace("Replace", Range(0, 1)) = 1
+ //_FlipbookMultiply("Multiply", Range(0, 1)) = 0
+ //_FlipbookAdd("Add", Range(0, 1)) = 0
+ //[HideInInspector] m_start_manualFlipbookControl("Manual Control", Float) = 0
+ //_FlipbookCurrentFrame("Current Frame", Float) = -1
+ //[HideInInspector] m_end_manualFlipbookControl("Manual Control", Float) = 0
+ //[HideInInspector] m_end_flipBook("Flipbook", Float) = 0
+
+ //[HideInInspector] m_start_dissolve("Dissolve", Float) = 0
+ //[Toggle(_ALPHABLEND_ON)]_EnableDissolve("Enable Dissolve", Float) = 0
+ //[Enum(Basic, 1, Point2Point, 2)] _DissolveType("Dissolve Type", Int) = 1
+ //_DissolveEdgeWidth("Edge Width", Range(0, .5)) = 0.025
+ //_DissolveEdgeHardness("Edge Hardness", Range(0, 1)) = 0.5
+ //_DissolveEdgeColor("Edge Color", Color) = (1, 1, 1, 1)
+ //[Gradient]_DissolveEdgeGradient("Edge Gradient", 2D) = "white" { }
+ //_DissolveEdgeEmission("Edge Emission", Range(0, 20)) = 0
+ //_DissolveTextureColor("Dissolve to Color", Color) = (1, 1, 1, 1)
+ //[PanningTexture]_DissolveToTexture("Dissolve to Texture", 2D) = "white" { }
+ //_DissolveToEmissionStrength("Dissolve to Emission Strength", Range(0, 20)) = 0
+ //[HideInInspector][Vector2]_DissolveToPanning("Panning", Vector) = (0, 0, 0, 0)
+ //[PanningTexture]_DissolveNoiseTexture("Dissolve Noise", 2D) = "white" { }
+ //[Toggle(_)]_DissolveInvertNoise("Invert Noise", Float) = 0
+ //[PanningTexture]_DissolveDetailNoise("Dissolve Detail Noise", 2D) = "black" { }
+ //[Toggle(_)]_DissolveInvertDetailNoise("Invert Detail Noise", Float) = 0
+ //_DissolveDetailStrength("Dissolve Detail Strength", Range(0, 1)) = 0.1
+ //[HideInInspector][Vector2]_DissolveNoisePan("Panning", Vector) = (0, 0, 0, 0)
+ //[HideInInspector][Vector2]_DissolveDetailPan("Panning", Vector) = (0, 0, 0, 0)
+ //_DissolveAlpha("Dissolve Alpha", Range(0, 1)) = 0
+ //_DissolveMask("Dissolve Mask", 2D) = "white" { }
+ //[Toggle(_)]_ContinuousDissolve("Continuous Dissolve Speed", Float) = 0
+ //[HideInInspector] m_start_pointToPoint("point to point", Float) = 0
+ //[Enum(Local, 0, World, 1)] _DissolveP2PWorldLocal("World/Local", Int) = 0
+ //_DissolveP2PEdgeLength("Edge Length", Float) = 0.1
+ //[Vector3]_DissolveStartPoint("Start Point", Vector) = (0, -1, 0, 0)
+ //[Vector3]_DissolveEndPoint("End Point", Vector) = (0, 1, 0, 0)
+ //[HideInInspector] m_end_pointToPoint("Point To Point", Float) = 0
+ //[HideInInspector] m_end_dissolve("Dissolve", Float) = 0
+
+ //[HideInInspector] m_start_panosphereOptions("Panosphere / Cubemaps", Float) = 0
+ //[Toggle(_DETAIL_MULX2)]_PanoToggle("Enable Panosphere", Float) = 0
+ //_PanosphereColor("Color", Color) = (1, 1, 1, 1)
+ //_PanosphereTexture("Texture", 2D) = "white" { }
+ //_PanoMapTexture("Mask", 2D) = "white" { }
+ //_PanoEmission("Emission Strength", Range(0, 10)) = 0
+ //_PanoBlend("Alpha", Range(0, 1)) = 0
+ //[Vector3]_PanospherePan("Pan Speed", Vector) = (0, 0, 0, 0)
+ //[Toggle(_)]_PanoCubeMapToggle("Use Cubemap", Float) = 0
+ //[TextureNoSO]_PanoCubeMap("CubeMap", Cube) = "" { }
+ //[HideInInspector] m_end_panosphereOptions("Panosphere / Cubemaps", Float) = 0
+
+ //[HideInInspector] m_start_mirrorOptions("Mirror", Float) = 0
+ //[Toggle(_REQUIRE_UV2)]_EnableMirrorOptions("Enable Mirror Options", Float) = 0
+ //[Enum(ShowInBoth, 0, ShowOnlyInMirror, 1, DontShowInMirror, 2)] _Mirror("Show in mirror", Int) = 0
+ //[Toggle(_)]_EnableMirrorTexture("Enable Mirror Texture", Float) = 0
+ //_MirrorTexture("Mirror Tex", 2D) = "white" { }
+ //[HideInInspector] m_end_mirrorOptions("Mirror", Float) = 0
+
+ //[HideInInspector] m_start_distanceFade("Distance Fade", Float) = 0
+ //_MainMinAlpha("Minimum Alpha", Range(0, 1)) = 0
+ //_MainFadeTexture("Fade Map", 2D) = "white" { }
+ //[Vector2]_MainDistanceFade("Distance Fade X to Y", Vector) = (0, 0, 0, 0)
+ //[HideInInspector] m_end_distanceFade("Distance Fade", Float) = 0
+
+ //[HideInInspector] m_start_angularFade("Angular Fade", Float) = 0
+ //[Toggle(_SUNDISK_NONE)]_EnableRandom("Enable Angular Fade", Float) = 0
+ //[Enum(Camera Face Model, 0, Model Face Camera, 1, Face Each Other, 2)] _AngleType("Angle Type", Int) = 0
+ //[Enum(Model, 0, Vertex, 1)] _AngleCompareTo("Model or Vert Positon", Int) = 0
+ //[Vector3]_AngleForwardDirection("Forward Direction", Vector) = (0, 0, 1, 0)
+ //_CameraAngleMin("Camera Angle Min", Range(0, 180)) = 45
+ //_CameraAngleMax("Camera Angle Max", Range(0, 180)) = 90
+ //_ModelAngleMin("Model Angle Min", Range(0, 180)) = 45
+ //_ModelAngleMax("Model Angle Max", Range(0, 180)) = 90
+ //_AngleMinAlpha("Min Alpha", Range(0, 1)) = 0
+ //[HideInInspector] m_end_angularFade("Angular Fade", Float) = 0
+ //// End Special Effects
+
+ //[HideInInspector] m_parallaxMap("Parallax", Float) = 0
+ //[Toggle(_PARALLAXMAP)]_ParallaxMap("Enable Parallax FX", Float) = 0
+ //[Toggle(_)]_ParallaxHeightMapEnabled("Enable Parallax Height", Float) = 0
+ //[Toggle(_)]_ParallaxInternalMapEnabled("Enable Parallax Internal", Float) = 0
+ //[HideInInspector] m_start_parallaxHeightmap("Heightmap", Float) = 0
+ //_ParallaxHeightMap("Height Map", 2D) = "black" { }
+ //_ParallaxStrength("Parallax Strength", Range(0, 1)) = 0
+ //[HideInInspector] m_end_parallaxHeightmap("Heightmap", Float) = 0
+ //[HideInInspector] m_start_parallaxInternal("Internal", Float) = 0
+ //[Enum(Basic, 0, HeightMap, 1)] _ParallaxInternalHeightmapMode("Parallax Mode", Int) = 0
+ //[Toggle(_)]_ParallaxInternalHeightFromAlpha("HeightFromAlpha", Float) = 0
+ //_ParallaxInternalMap("Internal Map", 2D) = "black" { }
+ //_ParallaxInternalIterations("Parallax Internal Iterations", Range(1, 50)) = 1
+ //_ParallaxInternalMinDepth("Min Depth", Float) = 0
+ //_ParallaxInternalMaxDepth("Max Depth", Float) = 1
+ //_ParallaxInternalMinFade("Min Depth Brightness", Range(0, 5)) = 0
+ //_ParallaxInternalMaxFade("Max Depth Brightness", Range(0, 5)) = 1
+ //_ParallaxInternalMinColor("Min Depth Color", Color) = (1, 1, 1, 1)
+ //_ParallaxInternalMaxColor("Max Depth Color", Color) = (1, 1, 1, 1)
+ //[Vector2]_ParallaxInternalPanSpeed("Pan Speed", Vector) = (0, 0, 0, 0)
+ //[Vector2]_ParallaxInternalPanDepthSpeed("Per Level Speed Multiplier", Vector) = (0, 0, 0, 0)
+ //[HideInInspector] m_end_parallaxInternal("Internal", Float) = 0
+ //[HideInInspector] m_start_parallaxAdvanced("Advanced", Float) = 0
+ //_ParallaxBias("Parallax Bias (0.42)", Float) = 0.42
+ //[HideInInspector] m_end_parallaxAdvanced("Advanced", Float) = 0
+
+ [HideInInspector] m_renderingOptions("Rendering Options", Float) = 0
+ [Enum(UnityEngine.Rendering.CullMode)] _Cull("Cull", Float) = 2
+ [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4
+ [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Float) = 5
+ [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Float) = 10
+ [Enum(Off, 0, On, 1)] _ZWrite("ZWrite", Int) = 1
+ [Enum(Realistic, 0, Toon, 1)] _SphericalHarmonics("Spherical harmonics", Int) = 1
+ //[Toggle(_)]_IgnoreFog("Ignore Fog", Float) = 0
+ //[HideInInspector] Instancing ("Instancing", Float) = 0 //add this property for instancing variants settings to be shown
+
+ [HideInInspector] m_LUTs("Filament stuff", Float) = 0
+ [NonModifiableTextureData]_DFG("DFG", 2D) = "white" { }
+ [ThryWideEnum(Water, 0.02, Skin, 0.028, Eyes, 0.025, Hair, 0.046, Teeth, 0.058, Fabric, 0.05, Stone, 0.045, Plastic, 0.045, Glass, 0.06, Gemstone, 0.07, Diamond, 0.18)]_reflectance("Reflectance", Float) = 0.028
+ [Helpbox]_reflectance_help("Values are documented in the filament whitepaper here https://google.github.io/filament/Filament.html#toc4.8.3.2", Float) = 1
+ _specularAntiAliasingVariance("Specular AA variance", Float) = 0.15
+ _specularAntiAliasingThreshold("Specular AA variance", Float) = 0.25
+
+ //[HideInInspector] m_start_StencilPassOptions("Stencil", Float) = 0
+ //[IntRange] _StencilRef("Stencil Reference Value", Range(0, 255)) = 0
+ ////[IntRange] _StencilReadMaskRef ("Stencil ReadMask Value", Range(0, 255)) = 0
+ ////[IntRange] _StencilWriteMaskRef ("Stencil WriteMask Value", Range(0, 255)) = 0
+ //[Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp("Stencil Pass Op", Float) = 0
+ //[Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp("Stencil Fail Op", Float) = 0
+ //[Enum(UnityEngine.Rendering.StencilOp)] _StencilZFailOp("Stencil ZFail Op", Float) = 0
+ //[Enum(UnityEngine.Rendering.CompareFunction)] _StencilCompareFunction("Stencil Compare Function", Float) = 8
+ //[HideInInspector] m_end_StencilPassOptions("Stencil", Float) = 0
+
+ //[HideInInspector] m_start_debugOptions("Debug", Float) = 0
+ //[Toggle(_COLOROVERLAY_ON)]_DebugDisplayDebug("Display Debug Info", Float) = 0
+ //[Enum(Off, 0, Vertex Normal, 1, Pixel Normal, 2, Tangent, 3, Binormal, 4)] _DebugMeshData("Mesh Data", Int) = 0
+ //[Enum(Off, 0, Attenuation, 1, Direct Lighting, 2, Indirect Lighting, 3, light Map, 4, Ramped Light Map, 5, Final Lighting, 6)] _DebugLightingData("Lighting Data", Int) = 0
+ //[Enum(Off, 0, finalSpecular, 1, tangentDirectionMap, 2, shiftTexture, 3)] _DebugSpecularData("Specular Data", Int) = 0
+ //[Enum(Off, 0, View Dir, 1, Tangent View Dir, 2, Forward Dir, 3, WorldPos, 4, View Dot Normal, 5)] _DebugCameraData("Camera Data", Int) = 0
+ //[HideInInspector] m_end_debugOptions("Debug", Float) = 0
+ }
+
+ CustomEditor "Thry.ShaderEditor"
+ SubShader {
+ Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "VRCFallback" = "Standard" }
+ LOD 200
+
+ Pass {
+ Name "FORWARD"
+ Tags { "LightMode" = "ForwardBase" }
+ Blend [_SrcBlend] [_DstBlend]
+ Cull [_Cull]
+ ZWrite [_ZWrite]
+ ZTest [_ZTest]
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_fwdbase
+
+ #define FORWARD_BASE_PASS
+
+ #include "2ner.cginc"
+ ENDCG
+ }
+ }
+ FallBack "Diffuse"
+}