From c72069f69f451a4e369f01ac3dac3961740127b5 Mon Sep 17 00:00:00 2001 From: yum Date: Thu, 29 Aug 2024 17:44:58 -0700 Subject: Add 4 more UV channels Also make glitter & rim lighting glitter UV channel aware. --- tooner.shader | 45 +++++++++++++++++++++++++-------------------- 1 file changed, 25 insertions(+), 20 deletions(-) (limited to 'tooner.shader') 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 -- cgit v1.2.3