diff options
| -rw-r--r-- | Editor/tooner.cs | 22 | ||||
| -rw-r--r-- | globals.cginc | 5 | ||||
| -rw-r--r-- | interpolators.cginc | 42 | ||||
| -rw-r--r-- | tooner.shader | 45 | ||||
| -rw-r--r-- | tooner_lighting.cginc | 36 | ||||
| -rw-r--r-- | tooner_outline_pass.cginc | 4 |
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 |
