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-rw-r--r--Editor/tooner.cs22
-rw-r--r--globals.cginc5
-rw-r--r--interpolators.cginc42
-rw-r--r--tooner.shader45
-rw-r--r--tooner_lighting.cginc36
-rw-r--r--tooner_outline_pass.cginc4
6 files changed, 110 insertions, 44 deletions
diff --git a/Editor/tooner.cs b/Editor/tooner.cs
index 4ce5bd0..74dcae7 100644
--- a/Editor/tooner.cs
+++ b/Editor/tooner.cs
@@ -707,6 +707,11 @@ public class ToonerGUI : ShaderGUI {
bc,
"Quantization");
+ bc = FindProperty($"_Rim_Lighting{i}_Glitter_UV_Select");
+ editor.RangeProperty(
+ bc,
+ "UV channel");
+
EditorGUI.indentLevel -= 1;
}
@@ -934,32 +939,37 @@ public class ToonerGUI : ShaderGUI {
bc = FindProperty("_Glitter_Density");
editor.FloatProperty(
bc,
- "Glitter density");
+ "Density");
bc = FindProperty("_Glitter_Amount");
editor.FloatProperty(
bc,
- "Glitter amount");
+ "Amount");
bc = FindProperty("_Glitter_Speed");
editor.FloatProperty(
bc,
- "Glitter speed");
+ "Speed");
bc = FindProperty("_Glitter_Brightness");
editor.FloatProperty(
bc,
- "Glitter brightness");
+ "Brightness");
bc = FindProperty("_Glitter_Angle");
editor.FloatProperty(
bc,
- "Glitter angle");
+ "Angle");
bc = FindProperty("_Glitter_Power");
editor.FloatProperty(
bc,
- "Glitter power");
+ "Power");
+
+ bc = FindProperty("_Glitter_UV_Select");
+ editor.RangeProperty(
+ bc,
+ "UV select");
}
}
diff --git a/globals.cginc b/globals.cginc
index 9794749..7ec2cd0 100644
--- a/globals.cginc
+++ b/globals.cginc
@@ -295,6 +295,7 @@ float _Glitter_Speed;
float _Glitter_Brightness;
float _Glitter_Angle;
float _Glitter_Power;
+float _Glitter_UV_Select;
#endif
#if defined(_EXPLODE)
@@ -388,6 +389,7 @@ float _Rim_Lighting0_Glitter_Density;
float _Rim_Lighting0_Glitter_Amount;
float _Rim_Lighting0_Glitter_Speed;
float _Rim_Lighting0_Glitter_Quantization;
+float _Rim_Lighting0_Glitter_UV_Select;
#endif
#if defined(_RIM_LIGHTING0_POLAR_MASK)
float _Rim_Lighting0_PolarMask_Enabled;
@@ -415,6 +417,7 @@ float _Rim_Lighting1_Glitter_Density;
float _Rim_Lighting1_Glitter_Amount;
float _Rim_Lighting1_Glitter_Speed;
float _Rim_Lighting1_Glitter_Quantization;
+float _Rim_Lighting1_Glitter_UV_Select;
#endif
#if defined(_RIM_LIGHTING1_POLAR_MASK)
float _Rim_Lighting1_PolarMask_Enabled;
@@ -442,6 +445,7 @@ float _Rim_Lighting2_Glitter_Density;
float _Rim_Lighting2_Glitter_Amount;
float _Rim_Lighting2_Glitter_Speed;
float _Rim_Lighting2_Glitter_Quantization;
+float _Rim_Lighting2_Glitter_UV_Select;
#endif
#if defined(_RIM_LIGHTING2_POLAR_MASK)
float _Rim_Lighting2_PolarMask_Enabled;
@@ -469,6 +473,7 @@ float _Rim_Lighting3_Glitter_Density;
float _Rim_Lighting3_Glitter_Amount;
float _Rim_Lighting3_Glitter_Speed;
float _Rim_Lighting3_Glitter_Quantization;
+float _Rim_Lighting3_Glitter_UV_Select;
#endif
#if defined(_RIM_LIGHTING3_POLAR_MASK)
float _Rim_Lighting3_PolarMask_Enabled;
diff --git a/interpolators.cginc b/interpolators.cginc
index 554a637..37a544b 100644
--- a/interpolators.cginc
+++ b/interpolators.cginc
@@ -13,6 +13,10 @@ struct appdata
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float2 uv3 : TEXCOORD3;
+ float2 uv4 : TEXCOORD4;
+ float2 uv5 : TEXCOORD5;
+ float2 uv6 : TEXCOORD6;
+ float2 uv7 : TEXCOORD7;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
@@ -24,14 +28,18 @@ struct v2f
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float2 uv3 : TEXCOORD3;
+ float2 uv4 : TEXCOORD4;
+ float2 uv5 : TEXCOORD5;
+ float2 uv6 : TEXCOORD6;
+ float2 uv7 : TEXCOORD7;
#if defined(LIGHTMAP_ON)
- float2 lmuv : TEXCOORD4;
+ float2 lmuv : TEXCOORD8;
#endif
- float3 worldPos : TEXCOORD5;
- float3 normal : TEXCOORD6;
- float3 objPos : TEXCOORD7;
+ float3 worldPos : TEXCOORD9;
+ float3 normal : TEXCOORD10;
+ float3 objPos : TEXCOORD11;
#if defined(SSR_ENABLED)
- float4 screenPos : TEXCOORD8;
+ float4 screenPos : TEXCOORD12;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
@@ -47,6 +55,10 @@ struct appdata
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float2 uv3 : TEXCOORD3;
+ float2 uv4 : TEXCOORD4;
+ float2 uv5 : TEXCOORD5;
+ float2 uv6 : TEXCOORD6;
+ float2 uv7 : TEXCOORD7;
float3 normal : NORMAL;
float4 tangent : TANGENT;
@@ -60,20 +72,24 @@ struct v2f
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float2 uv3 : TEXCOORD3;
+ float2 uv4 : TEXCOORD4;
+ float2 uv5 : TEXCOORD5;
+ float2 uv6 : TEXCOORD6;
+ float2 uv7 : TEXCOORD7;
#if defined(LIGHTMAP_ON)
- float2 lmuv : TEXCOORD4;
+ float2 lmuv : TEXCOORD8;
#endif
- float3 normal : TEXCOORD5;
- float4 tangent : TEXCOORD6;
- float3 worldPos : TEXCOORD7;
- float3 objPos : TEXCOORD8;
+ float3 normal : TEXCOORD9;
+ float4 tangent : TEXCOORD10;
+ float3 worldPos : TEXCOORD11;
+ float3 objPos : TEXCOORD12;
- SHADOW_COORDS(9)
+ SHADOW_COORDS(13)
#if defined(VERTEXLIGHT_ON)
- float3 vertexLightColor : TEXCOORD10;
+ float3 vertexLightColor : TEXCOORD14;
#endif
#if defined(SSR_ENABLED)
- float4 screenPos : TEXCOORD11;
+ float4 screenPos : TEXCOORD15;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
diff --git a/tooner.shader b/tooner.shader
index 074704e..c65a519 100644
--- a/tooner.shader
+++ b/tooner.shader
@@ -40,7 +40,7 @@ Shader "yum_food/tooner"
_PBR_Overlay0_Constrain_By_Alpha_Min("Constrain by alpha channel", Range(0, 1)) = 0
_PBR_Overlay0_Constrain_By_Alpha_Max("Constrain by alpha channel", Range(0, 1)) = 1
_PBR_Overlay0_Alpha_Multiplier("Constrain by alpha channel", Range(0, 5)) = 1
- _PBR_Overlay0_UV_Select("UV channel", Range(0,3)) = 0
+ _PBR_Overlay0_UV_Select("UV channel", Range(0,7)) = 0
_PBR_Overlay0_Sampler_Mode("Sampler mode", Range(0,1)) = 0
_PBR_Overlay0_Mip_Bias("Mip bias", Float) = 0.0
@@ -64,7 +64,7 @@ Shader "yum_food/tooner"
_PBR_Overlay1_Constrain_By_Alpha_Min("Constrain by alpha channel", Range(0, 1)) = 0
_PBR_Overlay1_Constrain_By_Alpha_Max("Constrain by alpha channel", Range(0, 1)) = 1
_PBR_Overlay1_Alpha_Multiplier("Constrain by alpha channel", Range(0, 5)) = 1
- _PBR_Overlay1_UV_Select("UV channel", Range(0,3)) = 0
+ _PBR_Overlay1_UV_Select("UV channel", Range(0,7)) = 0
_PBR_Overlay1_Sampler_Mode("Sampler mode", Range(0,1)) = 0
_PBR_Overlay1_Mip_Bias("Mip bias", Float) = 0.0
@@ -88,7 +88,7 @@ Shader "yum_food/tooner"
_PBR_Overlay2_Constrain_By_Alpha_Min("Constrain by alpha channel", Range(0, 1)) = 0
_PBR_Overlay2_Constrain_By_Alpha_Max("Constrain by alpha channel", Range(0, 1)) = 1
_PBR_Overlay2_Alpha_Multiplier("Constrain by alpha channel", Range(0, 5)) = 1
- _PBR_Overlay2_UV_Select("UV channel", Range(0,3)) = 0
+ _PBR_Overlay2_UV_Select("UV channel", Range(0,7)) = 0
_PBR_Overlay2_Sampler_Mode("Sampler mode", Range(0,1)) = 0
_PBR_Overlay2_Mip_Bias("Mip bias", Float) = 0.0
@@ -112,7 +112,7 @@ Shader "yum_food/tooner"
_PBR_Overlay3_Constrain_By_Alpha_Min("Constrain by alpha channel", Range(0, 1)) = 0
_PBR_Overlay3_Constrain_By_Alpha_Max("Constrain by alpha channel", Range(0, 1)) = 1
_PBR_Overlay3_Alpha_Multiplier("Constrain by alpha channel", Range(0, 5)) = 1
- _PBR_Overlay3_UV_Select("UV channel", Range(0,3)) = 0
+ _PBR_Overlay3_UV_Select("UV channel", Range(0,7)) = 0
_PBR_Overlay3_Sampler_Mode("Sampler mode", Range(0,1)) = 0
_PBR_Overlay3_Mip_Bias("Mip bias", Float) = 0.0
@@ -122,7 +122,7 @@ Shader "yum_food/tooner"
_Decal0_Metallic("Metallic", 2D) = "black" {}
_Decal0_Emission_Strength("Emission strength", Float) = 0
_Decal0_Angle("Emission strength", Range(0,1)) = 0
- _Decal0_UV_Select("UV channel", Range(0,3)) = 0
+ _Decal0_UV_Select("UV channel", Range(0,7)) = 0
_Decal1_Enable("Enable decal", Float) = 0.0
_Decal1_BaseColor("Base color", 2D) = "white" {}
@@ -130,7 +130,7 @@ Shader "yum_food/tooner"
_Decal1_Metallic("Metallic", 2D) = "black" {}
_Decal1_Emission_Strength("Emission strength", Float) = 0
_Decal1_Angle("Emission strength", Range(0,1)) = 0
- _Decal1_UV_Select("UV channel", Range(0,3)) = 0
+ _Decal1_UV_Select("UV channel", Range(0,7)) = 0
_Decal2_Enable("Enable decal", Float) = 0.0
_Decal2_BaseColor("Base color", 2D) = "white" {}
@@ -138,7 +138,7 @@ Shader "yum_food/tooner"
_Decal2_Metallic("Metallic", 2D) = "black" {}
_Decal2_Emission_Strength("Emission strength", Float) = 0
_Decal2_Angle("Emission strength", Range(0,1)) = 0
- _Decal2_UV_Select("UV channel", Range(0,3)) = 0
+ _Decal2_UV_Select("UV channel", Range(0,7)) = 0
_Decal3_Enable("Enable decal", Float) = 0.0
_Decal3_BaseColor("Base color", 2D) = "white" {}
@@ -146,16 +146,16 @@ Shader "yum_food/tooner"
_Decal3_Metallic("Metallic", 2D) = "black" {}
_Decal3_Emission_Strength("Emission strength", Float) = 0
_Decal3_Angle("Emission strength", Range(0,1)) = 0
- _Decal3_UV_Select("UV channel", Range(0,3)) = 0
+ _Decal3_UV_Select("UV channel", Range(0,7)) = 0
[NoScaleOffset] _Emission0Tex("Emission map", 2D) = "black" {}
_Emission0Strength("Emission strength", Range(0, 10)) = 0
_Emission0Multiplier("Emission multiplier", Range(0, 2)) = 1
- _Emission0_UV_Select("UV channel", Range(0,3)) = 0
+ _Emission0_UV_Select("UV channel", Range(0,7)) = 0
[NoScaleOffset] _Emission1Tex("Emission map", 2D) = "black" {}
_Emission1Strength("Emission strength", Range(0, 10)) = 0
_Emission1Multiplier("Emission multiplier", Range(0, 2)) = 1
- _Emission1_UV_Select("UV channel", Range(0,3)) = 0
+ _Emission1_UV_Select("UV channel", Range(0,7)) = 0
_Global_Emission_Factor("Global emission factor", Float) = 1
[NoScaleOffset] _Tex_NormalStr("Normal texture strength", Range(0, 10)) = 1
@@ -205,6 +205,7 @@ Shader "yum_food/tooner"
_Glitter_Brightness("Glitter brightness", float) = 1
_Glitter_Angle("Glitter angle", Range(0, 90)) = 90
_Glitter_Power("Glitter power", float) = 30
+ _Glitter_UV_Select("Glitter UV channel", Range(0, 7)) = 0
[MaterialToggle] _Explode_Toggle("Explode toggle", Float) = 0
_Explode_Phase("Explode phase", Range(0, 1)) = 0
@@ -235,10 +236,10 @@ Shader "yum_food/tooner"
_Matcap0("Matcap", 2D) = "black" {}
_Matcap0_Mask("Matcap mask", 2D) = "white" {}
_Matcap0_Mask_Invert("Invert mask", Float) = 0.0
- _Matcap0_Mask_UV_Select("Matcap mask UV select", Range(0, 3)) = 0
+ _Matcap0_Mask_UV_Select("Matcap mask UV select", Range(0, 7)) = 0
_Matcap0_Mask2("Matcap mask 2", 2D) = "white" {}
_Matcap0_Mask2_Invert("Invert mask", Float) = 0.0
- _Matcap0_Mask2_UV_Select("Matcap mask UV select", Range(0, 3)) = 0
+ _Matcap0_Mask2_UV_Select("Matcap mask UV select", Range(0, 7)) = 0
_Matcap0Mode("Matcap mode", Float) = 0
_Matcap0Str("Matcap strength", Float) = 1
_Matcap0MixFactor("Matcap mix factor", Range(0, 1)) = 1
@@ -249,7 +250,7 @@ Shader "yum_food/tooner"
_Matcap0Normal("Matcap normals", 2D) = "bump" {}
_Matcap0Normal_Mip_Bias("Matcap normals mip bias", Float) = 0
_Matcap0Normal_Str("Matcap normals", Range(0, 10)) = 1
- _Matcap0Normal_UV_Select("Matcap normals", Range(0, 3)) = 0
+ _Matcap0Normal_UV_Select("Matcap normals", Range(0, 7)) = 0
_Matcap0_Overwrite_Rim_Lighting_0("Overwrite RL", Float) = 0
_Matcap0_Overwrite_Rim_Lighting_1("Overwrite RL", Float) = 0
_Matcap0_Overwrite_Rim_Lighting_2("Overwrite RL", Float) = 0
@@ -258,10 +259,10 @@ Shader "yum_food/tooner"
_Matcap1("Matcap", 2D) = "black" {}
_Matcap1_Mask("Matcap mask", 2D) = "white" {}
_Matcap1_Mask_Invert("Invert mask", Float) = 0.0
- _Matcap1_Mask_UV_Select("Matcap mask UV select", Range(0, 3)) = 0
+ _Matcap1_Mask_UV_Select("Matcap mask UV select", Range(0, 7)) = 0
_Matcap1_Mask2("Matcap mask 2", 2D) = "white" {}
_Matcap1_Mask2_Invert("Invert mask", Float) = 0.0
- _Matcap1_Mask2_UV_Select("Matcap mask UV select", Range(0, 3)) = 0
+ _Matcap1_Mask2_UV_Select("Matcap mask UV select", Range(0, 7)) = 0
_Matcap1Mode("Matcap mode", Float) = 0
_Matcap1Str("Matcap strength", Float) = 1
_Matcap1MixFactor("Matcap mix factor", Range(0, 1)) = 1
@@ -272,7 +273,7 @@ Shader "yum_food/tooner"
_Matcap1Normal("Matcap normals", 2D) = "bump" {}
_Matcap1Normal_Mip_Bias("Matcap normals mip bias", Float) = 0
_Matcap1Normal_Str("Matcap normals", Range(0, 10)) = 1
- _Matcap1Normal_UV_Select("Matcap normals", Range(0, 3)) = 0
+ _Matcap1Normal_UV_Select("Matcap normals", Range(0, 7)) = 0
_Matcap1_Overwrite_Rim_Lighting_0("Overwrite RL", Float) = 0
_Matcap1_Overwrite_Rim_Lighting_1("Overwrite RL", Float) = 0
_Matcap1_Overwrite_Rim_Lighting_2("Overwrite RL", Float) = 0
@@ -282,7 +283,7 @@ Shader "yum_food/tooner"
_Rim_Lighting0_Mode("Rim lighting mode", Float) = 0
_Rim_Lighting0_Mask("Rim lighting mask", 2D) = "white" {}
_Rim_Lighting0_Mask_Invert("Invert rim lighting mask", Float) = 0.0
- _Rim_Lighting0_Mask_UV_Select("mask UV select", Range(0, 1)) = 0.0
+ _Rim_Lighting0_Mask_UV_Select("mask UV select", Range(0, 7)) = 0.0
_Rim_Lighting0_Mask_Sampler_Mode("mask sampler mode", Range(0, 1)) = 0.0
_Rim_Lighting0_Color("Rim lighting color", Color) = (1, 1, 1, 1)
_Rim_Lighting0_Center("Rim lighting center", Float) = 0.5
@@ -295,6 +296,7 @@ Shader "yum_food/tooner"
_Rim_Lighting0_Glitter_Amount("Rim lighting glitter amount", Float) = 100
_Rim_Lighting0_Glitter_Speed("Rim lighting glitter speed", Float) = 1
_Rim_Lighting0_Glitter_Quantization("Rim lighting glitter quantization", Float) = 1000
+ _Rim_Lighting0_Glitter_UV_Select("Rim lighting glitter UV select", Range(0, 7)) = 0
_Rim_Lighting0_PolarMask_Enabled("Rim lighting polar mask enabled", Float) = 0
_Rim_Lighting0_PolarMask_Theta("Rim lighting polar mask - theta", Float) = 0
_Rim_Lighting0_PolarMask_Power("Rim lighting polar mask - power", Float) = 3
@@ -303,7 +305,7 @@ Shader "yum_food/tooner"
_Rim_Lighting1_Mode("Rim lighting mode", Float) = 0
_Rim_Lighting1_Mask("Rim lighting mask", 2D) = "white" {}
_Rim_Lighting1_Mask_Invert("Invert rim lighting mask", Float) = 0.0
- _Rim_Lighting1_Mask_UV_Select("mask UV select", Range(0, 1)) = 0.0
+ _Rim_Lighting1_Mask_UV_Select("mask UV select", Range(0, 7)) = 0.0
_Rim_Lighting1_Mask_Sampler_Mode("mask sampler mode", Range(0, 1)) = 0.0
_Rim_Lighting1_Color("Rim lighting color", Color) = (1, 1, 1, 1)
_Rim_Lighting1_Center("Rim lighting center", Float) = 0.5
@@ -316,6 +318,7 @@ Shader "yum_food/tooner"
_Rim_Lighting1_Glitter_Amount("Rim lighting glitter amount", Float) = 100
_Rim_Lighting1_Glitter_Speed("Rim lighting glitter speed", Float) = 1
_Rim_Lighting1_Glitter_Quantization("Rim lighting glitter quantization", Float) = 1000
+ _Rim_Lighting1_Glitter_UV_Select("Rim lighting glitter UV select", Range(0, 7)) = 0
_Rim_Lighting1_PolarMask_Enabled("Rim lighting polar mask enabled", Float) = 0
_Rim_Lighting1_PolarMask_Theta("Rim lighting polar mask - theta", Float) = 0
_Rim_Lighting1_PolarMask_Power("Rim lighting polar mask - power", Float) = 3
@@ -324,7 +327,7 @@ Shader "yum_food/tooner"
_Rim_Lighting2_Mode("Rim lighting mode", Float) = 0
_Rim_Lighting2_Mask("Rim lighting mask", 2D) = "white" {}
_Rim_Lighting2_Mask_Invert("Invert rim lighting mask", Float) = 0.0
- _Rim_Lighting2_Mask_UV_Select("mask UV select", Range(0, 1)) = 0.0
+ _Rim_Lighting2_Mask_UV_Select("mask UV select", Range(0, 7)) = 0.0
_Rim_Lighting2_Mask_Sampler_Mode("mask sampler mode", Range(0, 1)) = 0.0
_Rim_Lighting2_Color("Rim lighting color", Color) = (1, 1, 1, 1)
_Rim_Lighting2_Center("Rim lighting center", Float) = 0.5
@@ -337,6 +340,7 @@ Shader "yum_food/tooner"
_Rim_Lighting2_Glitter_Amount("Rim lighting glitter amount", Float) = 100
_Rim_Lighting2_Glitter_Speed("Rim lighting glitter speed", Float) = 1
_Rim_Lighting2_Glitter_Quantization("Rim lighting glitter quantization", Float) = 1000
+ _Rim_Lighting2_Glitter_UV_Select("Rim lighting glitter UV select", Range(0, 7)) = 0
_Rim_Lighting2_PolarMask_Enabled("Rim lighting polar mask enabled", Float) = 0
_Rim_Lighting2_PolarMask_Theta("Rim lighting polar mask - theta", Float) = 0
_Rim_Lighting2_PolarMask_Power("Rim lighting polar mask - power", Float) = 3
@@ -345,7 +349,7 @@ Shader "yum_food/tooner"
_Rim_Lighting3_Mode("Rim lighting mode", Float) = 0
_Rim_Lighting3_Mask("Rim lighting mask", 2D) = "white" {}
_Rim_Lighting3_Mask_Invert("Invert rim lighting mask", Float) = 0.0
- _Rim_Lighting3_Mask_UV_Select("mask UV select", Range(0, 1)) = 0.0
+ _Rim_Lighting3_Mask_UV_Select("mask UV select", Range(0, 7)) = 0.0
_Rim_Lighting3_Mask_Sampler_Mode("mask sampler mode", Range(0, 1)) = 0.0
_Rim_Lighting3_Color("Rim lighting color", Color) = (1, 1, 1, 1)
_Rim_Lighting3_Center("Rim lighting center", Float) = 0.5
@@ -358,6 +362,7 @@ Shader "yum_food/tooner"
_Rim_Lighting3_Glitter_Amount("Rim lighting glitter amount", Float) = 100
_Rim_Lighting3_Glitter_Speed("Rim lighting glitter speed", Float) = 1
_Rim_Lighting3_Glitter_Quantization("Rim lighting glitter quantization", Float) = 1000
+ _Rim_Lighting3_Glitter_UV_Select("Rim lighting glitter UV select", Range(0, 7)) = 0
_Rim_Lighting3_PolarMask_Enabled("Rim lighting polar mask enabled", Float) = 0
_Rim_Lighting3_PolarMask_Theta("Rim lighting polar mask - theta", Float) = 0
_Rim_Lighting3_PolarMask_Power("Rim lighting polar mask - power", Float) = 3
diff --git a/tooner_lighting.cginc b/tooner_lighting.cginc
index e4f9077..55bf8c7 100644
--- a/tooner_lighting.cginc
+++ b/tooner_lighting.cginc
@@ -179,6 +179,10 @@ v2f vert(appdata v)
o.uv1 = v.uv1;
o.uv2 = v.uv2;
o.uv3 = v.uv3;
+ o.uv4 = v.uv4;
+ o.uv5 = v.uv5;
+ o.uv6 = v.uv6;
+ o.uv7 = v.uv7;
#if defined(LIGHTMAP_ON)
o.lmuv = v.uv1 * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
@@ -418,6 +422,18 @@ float2 get_uv_by_channel(v2f i, uint which_channel) {
case 3:
return i.uv3;
break;
+ case 4:
+ return i.uv4;
+ break;
+ case 5:
+ return i.uv5;
+ break;
+ case 6:
+ return i.uv6;
+ break;
+ case 7:
+ return i.uv7;
+ break;
default:
return 0;
break;
@@ -1472,7 +1488,9 @@ float4 effect(inout v2f i)
}
#endif
#if defined(_RIM_LIGHTING0_GLITTER)
- float rl_glitter = get_glitter(i.uv0.xy, i.worldPos, normal,
+ float rl_glitter = get_glitter(
+ get_uv_by_channel(i, round(_Rim_Lighting0_Glitter_UV_Select)),
+ i.worldPos, normal,
_Rim_Lighting0_Glitter_Density,
_Rim_Lighting0_Glitter_Amount, _Rim_Lighting0_Glitter_Speed,
/*mask=*/1, /*brightness=*/1, /*angle=*/91, /*power=*/1);
@@ -1550,7 +1568,9 @@ float4 effect(inout v2f i)
}
#endif
#if defined(_RIM_LIGHTING1_GLITTER)
- float rl_glitter = get_glitter(i.uv0, i.worldPos, normal,
+ float rl_glitter = get_glitter(
+ get_uv_by_channel(i, round(_Rim_Lighting1_Glitter_UV_Select)),
+ i.worldPos, normal,
_Rim_Lighting1_Glitter_Density,
_Rim_Lighting1_Glitter_Amount, _Rim_Lighting1_Glitter_Speed,
/*mask=*/1, /*brightness=*/1, /*angle=*/91, /*power=*/1);
@@ -1628,7 +1648,9 @@ float4 effect(inout v2f i)
}
#endif
#if defined(_RIM_LIGHTING2_GLITTER)
- float rl_glitter = get_glitter(i.uv0, i.worldPos, normal,
+ float rl_glitter = get_glitter(
+ get_uv_by_channel(i, round(_Rim_Lighting2_Glitter_UV_Select)),
+ i.worldPos, normal,
_Rim_Lighting2_Glitter_Density,
_Rim_Lighting2_Glitter_Amount, _Rim_Lighting2_Glitter_Speed,
/*mask=*/1, /*brightness=*/1, /*angle=*/91, /*power=*/1);
@@ -1706,7 +1728,9 @@ float4 effect(inout v2f i)
}
#endif
#if defined(_RIM_LIGHTING3_GLITTER)
- float rl_glitter = get_glitter(i.uv0, i.worldPos, normal,
+ float rl_glitter = get_glitter(
+ get_uv_by_channel(i, round(_Rim_Lighting3_Glitter_UV_Select)),
+ i.worldPos, normal,
_Rim_Lighting3_Glitter_Density,
_Rim_Lighting3_Glitter_Amount, _Rim_Lighting3_Glitter_Speed,
/*mask=*/1, /*brightness=*/1, /*angle=*/91, /*power=*/1);
@@ -1853,7 +1877,9 @@ float4 effect(inout v2f i)
#if defined(_GLITTER)
float glitter_mask = _Glitter_Mask.SampleBias(linear_repeat_s, i.uv0, _Global_Sample_Bias);
glitter_mask *= min(matcap_overwrite_mask[0], matcap_overwrite_mask[1]);
- float glitter = get_glitter(i.uv0, i.worldPos, normal,
+ float glitter = get_glitter(
+ get_uv_by_channel(i, round(_Glitter_UV_Select)),
+ i.worldPos, normal,
_Glitter_Density, _Glitter_Amount, _Glitter_Speed,
glitter_mask, _Glitter_Brightness, _Glitter_Angle, _Glitter_Power);
result.rgb += glitter * _Glitter_Color;
diff --git a/tooner_outline_pass.cginc b/tooner_outline_pass.cginc
index 5a0fbe3..f192cad 100644
--- a/tooner_outline_pass.cginc
+++ b/tooner_outline_pass.cginc
@@ -78,6 +78,10 @@ v2f vert(appdata v)
o.uv1 = v.uv1;
o.uv2 = v.uv2;
o.uv3 = v.uv3;
+ o.uv4 = v.uv4;
+ o.uv5 = v.uv5;
+ o.uv6 = v.uv6;
+ o.uv7 = v.uv7;
#if defined(LIGHTMAP_ON)
o.lmuv = v.uv1 * unity_LightmapST.xy + unity_LightmapST.zw;
#endif