#include "AutoLight.cginc" #include "macros.cginc" #ifndef __GLOBALS_INC #define __GLOBALS_INC struct ToonerData { float2 screen_uv; uint2 screen_uv_round; }; UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); SamplerState point_clamp_s; SamplerState point_repeat_s; SamplerState linear_repeat_s; SamplerState linear_clamp_s; SamplerState bilinear_repeat_s; SamplerState bilinear_clamp_s; SamplerState trilinear_repeat_s; SamplerState trilinear_clamp_s; float4 _Color; float _Metallic; float _Roughness; float _Roughness_Invert; float _Tex_NormalStr; float _NormalStr; float _Lighting_Factor; float _Direct_Lighting_Factor; float _Vertex_Lighting_Factor; float _Indirect_Specular_Lighting_Factor; float _Indirect_Specular_Lighting_Factor2; float _Indirect_Diffuse_Lighting_Factor; float _Reflection_Probe_Saturation; float _Min_Brightness; float _Max_Brightness; float _Frame_Counter; float _Rendering_Cutout_Noise_Scale; float _Mesh_Normals_Mode; float _Flatten_Mesh_Normals_Str; float _Confabulate_Normals; float _Shadow_Strength; float _Global_Sample_Bias; float _ScatterDist; float _ScatterPow; float _ScatterIntensity; float _ScatterAmbient; float _GSAA; float _GSAAStrength; float _WrappingFactor; float _Subsurface; float _SpecularStrength; float _FresnelStrength; float _UseFresnel; float _ReflectionStrength; texture2D _Tooner_Grabpass; #if defined(_REFLECTION_STRENGTH_TEX) texture2D _ReflectionStrengthTex; #endif float3 shadowedReflections; int _ReflShadows; float _ReflShadowStrength; float _BrightnessReflShad; float _ContrastReflShad; float _HDRReflShad; float3 _TintReflShad; float _VRChatMirrorMode; float3 _VRChatMirrorCameraPos; #if defined(_DISCARD) float _Discard_Enable_Dynamic; #endif #if defined(_PROXIMITY_DIMMING) float _Proximity_Dimming_Min_Dist; float _Proximity_Dimming_Max_Dist; float _Proximity_Dimming_Factor; #endif #if defined(_CLEARCOAT) float _Clearcoat_Enabled; float _Clearcoat_Strength; float _Clearcoat_Roughness; #if defined(_CLEARCOAT_MASK) texture2D _Clearcoat_Mask; float _Clearcoat_Mask_Invert; #endif #if defined(_CLEARCOAT_MASK2) texture2D _Clearcoat_Mask2; float _Clearcoat_Mask2_Invert; #endif float _Clearcoat_Use_Texture_Normals; #endif #if defined(SSR_ENABLED) sampler2D _GrabTexture; sampler2D _NoiseTexSSR; float4 _GrabTexture_TexelSize; float4 _NoiseTexSSR_TexelSize; float _EdgeFade; float _Enable_SSR; float _SSRStrength; float _SSRHeight; #if defined(SSR_MASK) texture2D _SSR_Mask; #endif #endif #if defined(_BASECOLOR_MAP) texture2D _MainTex; float4 _MainTex_ST; #endif texture2D _BumpMap; float4 _BumpMap_ST; texture2D _MetallicTex; float _MetallicTexChannel; float4 _MetallicTex_ST; texture2D _RoughnessTex; float _RoughnessTexChannel; float4 _RoughnessTex_ST; #if defined(_PBR_OVERLAY0) float4 _PBR_Overlay0_BaseColor; #if defined(_PBR_OVERLAY0_METALLIC) float _PBR_Overlay0_Metallic; texture2D _PBR_Overlay0_MetallicTex; float4 _PBR_Overlay0_MetallicTex_ST; #endif #if defined(_PBR_OVERLAY0_ROUGHNESS) float _PBR_Overlay0_Roughness; texture2D _PBR_Overlay0_RoughnessTex; float4 _PBR_Overlay0_RoughnessTex_ST; #endif texture2D _PBR_Overlay0_BaseColorTex; float4 _PBR_Overlay0_BaseColorTex_ST; float4 _PBR_Overlay0_Emission; texture2D _PBR_Overlay0_EmissionTex; float4 _PBR_Overlay0_EmissionTex_ST; texture2D _PBR_Overlay0_NormalTex; float4 _PBR_Overlay0_NormalTex_ST; float _PBR_Overlay0_Tex_NormalStr; texture2D _PBR_Overlay0_Mask; float4 _PBR_Overlay0_Mask_ST; float _PBR_Overlay0_Mask_Invert; float _PBR_Overlay0_Constrain_By_Alpha; float _PBR_Overlay0_Constrain_By_Alpha_Min; float _PBR_Overlay0_Constrain_By_Alpha_Max; float _PBR_Overlay0_Alpha_Multiplier; float _PBR_Overlay0_UV_Select; float _PBR_Overlay0_Sampler_Mode; float _PBR_Overlay0_Mip_Bias; float _PBR_Overlay0_Mask_Glitter; #endif #if defined(_PBR_OVERLAY1) float4 _PBR_Overlay1_BaseColor; #if defined(_PBR_OVERLAY1_METALLIC) float _PBR_Overlay1_Metallic; texture2D _PBR_Overlay1_MetallicTex; float4 _PBR_Overlay1_MetallicTex_ST; #endif #if defined(_PBR_OVERLAY1_ROUGHNESS) float _PBR_Overlay1_Roughness; texture2D _PBR_Overlay1_RoughnessTex; float4 _PBR_Overlay1_RoughnessTex_ST; #endif texture2D _PBR_Overlay1_BaseColorTex; float4 _PBR_Overlay1_BaseColorTex_ST; float4 _PBR_Overlay1_Emission; texture2D _PBR_Overlay1_EmissionTex; float4 _PBR_Overlay1_EmissionTex_ST; texture2D _PBR_Overlay1_NormalTex; float4 _PBR_Overlay1_NormalTex_ST; float _PBR_Overlay1_Tex_NormalStr; texture2D _PBR_Overlay1_Mask; float4 _PBR_Overlay1_Mask_ST; float _PBR_Overlay1_Mask_Invert; float _PBR_Overlay1_Constrain_By_Alpha; float _PBR_Overlay1_Constrain_By_Alpha_Min; float _PBR_Overlay1_Constrain_By_Alpha_Max; float _PBR_Overlay1_Alpha_Multiplier; float _PBR_Overlay1_UV_Select; float _PBR_Overlay1_Sampler_Mode; float _PBR_Overlay1_Mip_Bias; float _PBR_Overlay1_Mask_Glitter; #endif #if defined(_PBR_OVERLAY2) float4 _PBR_Overlay2_BaseColor; #if defined(_PBR_OVERLAY2_METALLIC) float _PBR_Overlay2_Metallic; texture2D _PBR_Overlay2_MetallicTex; float4 _PBR_Overlay2_MetallicTex_ST; #endif #if defined(_PBR_OVERLAY2_ROUGHNESS) float _PBR_Overlay2_Roughness; texture2D _PBR_Overlay2_RoughnessTex; float4 _PBR_Overlay2_RoughnessTex_ST; #endif texture2D _PBR_Overlay2_BaseColorTex; float4 _PBR_Overlay2_BaseColorTex_ST; float4 _PBR_Overlay2_Emission; texture2D _PBR_Overlay2_EmissionTex; float4 _PBR_Overlay2_EmissionTex_ST; texture2D _PBR_Overlay2_NormalTex; float4 _PBR_Overlay2_NormalTex_ST; float _PBR_Overlay2_Tex_NormalStr; texture2D _PBR_Overlay2_Mask; float4 _PBR_Overlay2_Mask_ST; float _PBR_Overlay2_Mask_Invert; float _PBR_Overlay2_Constrain_By_Alpha; float _PBR_Overlay2_Constrain_By_Alpha_Min; float _PBR_Overlay2_Constrain_By_Alpha_Max; float _PBR_Overlay2_Alpha_Multiplier; float _PBR_Overlay2_UV_Select; float _PBR_Overlay2_Sampler_Mode; float _PBR_Overlay2_Mip_Bias; float _PBR_Overlay2_Mask_Glitter; #endif #if defined(_PBR_OVERLAY3) float4 _PBR_Overlay3_BaseColor; #if defined(_PBR_OVERLAY3_METALLIC) float _PBR_Overlay3_Metallic; texture2D _PBR_Overlay3_MetallicTex; float4 _PBR_Overlay3_MetallicTex_ST; #endif #if defined(_PBR_OVERLAY3_ROUGHNESS) float _PBR_Overlay3_Roughness; texture2D _PBR_Overlay3_RoughnessTex; float4 _PBR_Overlay3_RoughnessTex_ST; #endif texture2D _PBR_Overlay3_BaseColorTex; float4 _PBR_Overlay3_BaseColorTex_ST; float4 _PBR_Overlay3_Emission; texture2D _PBR_Overlay3_EmissionTex; float4 _PBR_Overlay3_EmissionTex_ST; texture2D _PBR_Overlay3_NormalTex; float4 _PBR_Overlay3_NormalTex_ST; float _PBR_Overlay3_Tex_NormalStr; texture2D _PBR_Overlay3_Mask; float4 _PBR_Overlay3_Mask_ST; float _PBR_Overlay3_Mask_Invert; float _PBR_Overlay3_Constrain_By_Alpha; float _PBR_Overlay3_Constrain_By_Alpha_Min; float _PBR_Overlay3_Constrain_By_Alpha_Max; float _PBR_Overlay3_Alpha_Multiplier; float _PBR_Overlay3_UV_Select; float _PBR_Overlay3_Sampler_Mode; float _PBR_Overlay3_Mip_Bias; float _PBR_Overlay3_Mask_Glitter; #endif #define DECAL_PROPERTIES(n) \ float4 MERGE(_Decal,n,_Color); \ texture2D MERGE(_Decal,n,_BaseColor); \ float4 MERGE(_Decal,n,_BaseColor_TexelSize); \ float4 MERGE(_Decal,n,_BaseColor_ST); \ float MERGE(_Decal,n,_BaseColor_Mode); \ texture2D MERGE(_Decal,n,_Roughness); \ texture2D MERGE(_Decal,n,_Metallic); \ float MERGE(_Decal,n,_Emission_Strength); \ float MERGE(_Decal,n,_Angle); \ float MERGE(_Decal,n,_Alpha_Multiplier); \ float MERGE(_Decal,n,_Round_Alpha_Multiplier); \ float MERGE(_Decal,n,_SDF_Threshold); \ float MERGE(_Decal,n,_SDF_Invert); \ float MERGE(_Decal,n,_SDF_Softness); \ float MERGE(_Decal,n,_SDF_Px_Range); \ float MERGE(_Decal,n,_Tiling_Mode); \ float MERGE(_Decal,n,_UV_Select); \ float MERGE(_Decal,n,_Domain_Warping_Enable_Static); \ texture2D MERGE(_Decal,n,_Domain_Warping_Noise); \ float MERGE(_Decal,n,_Domain_Warping_Strength); \ float MERGE(_Decal,n,_Domain_Warping_Speed); \ float MERGE(_Decal,n,_Domain_Warping_Octaves); \ float MERGE(_Decal,n,_Domain_Warping_Scale); #define DECAL_MASK_PROPERTIES(n) \ texture2D MERGE(_Decal,n,_Mask); \ float MERGE(_Decal,n,_Mask_Invert); #if defined(_DECAL0) DECAL_PROPERTIES(0) #if defined(_DECAL0_MASK) DECAL_MASK_PROPERTIES(0) #endif #endif #if defined(_DECAL1) DECAL_PROPERTIES(1) #if defined(_DECAL1_MASK) DECAL_MASK_PROPERTIES(1) #endif #endif #if defined(_DECAL2) DECAL_PROPERTIES(2) #if defined(_DECAL2_MASK) DECAL_MASK_PROPERTIES(2) #endif #endif #if defined(_DECAL3) DECAL_PROPERTIES(3) #if defined(_DECAL3_MASK) DECAL_MASK_PROPERTIES(3) #endif #endif #if defined(_DECAL4) DECAL_PROPERTIES(4) #if defined(_DECAL4_MASK) DECAL_MASK_PROPERTIES(4) #endif #endif #if defined(_DECAL5) DECAL_PROPERTIES(5) #if defined(_DECAL5_MASK) DECAL_MASK_PROPERTIES(5) #endif #endif #if defined(_DECAL6) DECAL_PROPERTIES(6) #if defined(_DECAL6_MASK) DECAL_MASK_PROPERTIES(6) #endif #endif #if defined(_DECAL7) DECAL_PROPERTIES(7) #if defined(_DECAL7_MASK) DECAL_MASK_PROPERTIES(7) #endif #endif #if defined(_DECAL8) DECAL_PROPERTIES(8) #if defined(_DECAL8_MASK) DECAL_MASK_PROPERTIES(8) #endif #endif #if defined(_DECAL9) DECAL_PROPERTIES(9) #if defined(_DECAL9_MASK) DECAL_MASK_PROPERTIES(9) #endif #endif #if defined(_EMISSION) texture2D _EmissionMap; float3 _EmissionColor; #endif #if defined(_EMISSION0) texture2D _Emission0Tex; float3 _Emission0Color; float _Emission0Multiplier; float _Emission0_UV_Select; #endif #if defined(_EMISSION1) texture2D _Emission1Tex; float3 _Emission1Color; float _Emission1Multiplier; float _Emission1_UV_Select; #endif float _Global_Emission_Factor; float _Global_Emission_Additive_Factor; #if defined(_AMBIENT_OCCLUSION) texture2D _Ambient_Occlusion; float4 _Ambient_Occlusion_ST; float _Ambient_Occlusion_Strength; #endif #if defined(_RENDERING_CUTOUT) float _Alpha_Cutoff; float _Rendering_Cutout_Speed; #if defined(_RENDERING_CUTOUT_IGN) float _Rendering_Cutout_Ign_Seed; #endif #if defined(_RENDERING_CUTOUT_SSFD) float _Rendering_Cutout_SSFD_Scale; float _Rendering_Cutout_SSFD_Max_Fwidth; texture3D _Rendering_Cutout_SSFD_Noise; #endif #endif #if defined(_OUTLINES) float _Outline_Width; float4 _Outline_Color; float _Outline_Emission_Strength; texture2D _Outline_Mask; float _Outline_Mask_Invert; float _Outline_Width_Multiplier; #endif #if defined(_GLITTER) texture2D _Glitter_Mask; float3 _Glitter_Color; float _Glitter_Density; float _Glitter_Amount; float _Glitter_Speed; float _Glitter_Brightness; float _Glitter_Brightness_Lit; float _Glitter_Angle; float _Glitter_Power; float _Glitter_UV_Select; float _Glitter_Vector_Mask_Enabled; float3 _Glitter_Vector_Mask_Vector; float _Glitter_Vector_Mask_Power; float _Glitter_Vector_Mask_Invert; #endif #if defined(_EXPLODE) float _Explode_Phase; #endif #if defined(_SCROLL) float _Scroll_Toggle; float _Scroll_Top; float _Scroll_Bottom; float _Scroll_Width; float _Scroll_Strength; float _Scroll_Speed; #endif #if defined(_TESSELLATION) float _Tess_Factor; float _Tess_Dist_Cutoff; #endif #if defined(_MATCAP0) float _Enable_Matcap0; texture2D _Matcap0; texture2D _Matcap0_Mask; float _Matcap0_Mask_Invert; float _Matcap0_Mask_UV_Select; float _Matcap0_Center_Eye_Fix; texture2D _Matcap0_Mask2; float _Matcap0_Mask2_Invert_Colors; float _Matcap0_Mask2_Invert_Alpha; float _Matcap0_Mask2_UV_Select; float _Matcap0Str; float _Matcap0MixFactor; float _Matcap0Quantization; float _Matcap0Mode; float _Matcap0Emission; #if defined(_MATCAP0_NORMAL) texture2D _Matcap0Normal; float4 _Matcap0Normal_ST; float _Matcap0Normal_Mip_Bias; float _Matcap0Normal_Str; float _Matcap0Normal_UV_Select; #endif float _Matcap0_Overwrite_Rim_Lighting_0; float _Matcap0_Overwrite_Rim_Lighting_1; float _Matcap0_Overwrite_Rim_Lighting_2; float _Matcap0_Overwrite_Rim_Lighting_3; #endif #if defined(_MATCAP1) float _Enable_Matcap1; texture2D _Matcap1; texture2D _Matcap1_Mask; float _Matcap1_Mask_Invert; float _Matcap1_Mask_UV_Select; float _Matcap1_Center_Eye_Fix; texture2D _Matcap1_Mask2; float _Matcap1_Mask2_Invert_Colors; float _Matcap1_Mask2_Invert_Alpha; float _Matcap1_Mask2_UV_Select; float _Matcap1Str; float _Matcap1MixFactor; float _Matcap1Quantization; float _Matcap1Mode; float _Matcap1Emission; #if defined(_MATCAP1_NORMAL) texture2D _Matcap1Normal; float4 _Matcap1Normal_ST; float _Matcap1Normal_Mip_Bias; float _Matcap1Normal_Str; float _Matcap1Normal_UV_Select; #endif float _Matcap1_Overwrite_Rim_Lighting_0; float _Matcap1_Overwrite_Rim_Lighting_1; float _Matcap1_Overwrite_Rim_Lighting_2; float _Matcap1_Overwrite_Rim_Lighting_3; #endif #if defined(_RIM_LIGHTING0) float _Rim_Lighting0_Enabled; float _Rim_Lighting0_Mode; float3 _Rim_Lighting0_Color; texture2D _Rim_Lighting0_Mask; float _Rim_Lighting0_Mask_Invert; float _Rim_Lighting0_Mask_UV_Select; float _Rim_Lighting0_Mask_Sampler_Mode; texture2D _Rim_Lighting0_Mask2; float _Rim_Lighting0_Mask2_Invert_Colors; float _Rim_Lighting0_Mask2_Invert_Alpha; float _Rim_Lighting0_Mask2_UV_Select; float _Rim_Lighting0_Center_Eye_Fix; float _Rim_Lighting0_Use_Texture_Normals; float _Rim_Lighting0_Center; float _Rim_Lighting0_Power; float _Rim_Lighting0_Strength; float _Rim_Lighting0_Emission; float _Rim_Lighting0_Quantization; #if defined(_RIM_LIGHTING0_GLITTER) float _Rim_Lighting0_Glitter_Enabled; 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; float _Rim_Lighting0_PolarMask_Theta; float _Rim_Lighting0_PolarMask_Power; #endif #if defined(_RIM_LIGHTING0_CUSTOM_VIEW_VECTOR) float4 _Rim_Lighting0_Custom_View_Vector; #endif #endif #if defined(_RIM_LIGHTING1) float _Rim_Lighting1_Enabled; float _Rim_Lighting1_Mode; float3 _Rim_Lighting1_Color; texture2D _Rim_Lighting1_Mask; float _Rim_Lighting1_Mask_Invert; float _Rim_Lighting1_Mask_UV_Select; float _Rim_Lighting1_Mask_Sampler_Mode; texture2D _Rim_Lighting1_Mask2; float _Rim_Lighting1_Mask2_Invert_Colors; float _Rim_Lighting1_Mask2_Invert_Alpha; float _Rim_Lighting1_Mask2_UV_Select; float _Rim_Lighting1_Center_Eye_Fix; float _Rim_Lighting1_Use_Texture_Normals; float _Rim_Lighting1_Center; float _Rim_Lighting1_Power; float _Rim_Lighting1_Strength; float _Rim_Lighting1_Emission; float _Rim_Lighting1_Quantization; #if defined(_RIM_LIGHTING1_GLITTER) float _Rim_Lighting1_Glitter_Enabled; 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; float _Rim_Lighting1_PolarMask_Theta; float _Rim_Lighting1_PolarMask_Power; #endif #if defined(_RIM_LIGHTING1_CUSTOM_VIEW_VECTOR) float4 _Rim_Lighting1_Custom_View_Vector; #endif #endif #if defined(_RIM_LIGHTING2) float _Rim_Lighting2_Enabled; float _Rim_Lighting2_Mode; float3 _Rim_Lighting2_Color; texture2D _Rim_Lighting2_Mask; float _Rim_Lighting2_Mask_Invert; float _Rim_Lighting2_Mask_UV_Select; float _Rim_Lighting2_Mask_Sampler_Mode; texture2D _Rim_Lighting2_Mask2; float _Rim_Lighting2_Mask2_Invert_Colors; float _Rim_Lighting2_Mask2_Invert_Alpha; float _Rim_Lighting2_Mask2_UV_Select; float _Rim_Lighting2_Center_Eye_Fix; float _Rim_Lighting2_Use_Texture_Normals; float _Rim_Lighting2_Center; float _Rim_Lighting2_Power; float _Rim_Lighting2_Strength; float _Rim_Lighting2_Emission; float _Rim_Lighting2_Quantization; #if defined(_RIM_LIGHTING2_GLITTER) float _Rim_Lighting2_Glitter_Enabled; 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; float _Rim_Lighting2_PolarMask_Theta; float _Rim_Lighting2_PolarMask_Power; #endif #if defined(_RIM_LIGHTING2_CUSTOM_VIEW_VECTOR) float4 _Rim_Lighting2_Custom_View_Vector; #endif #endif #if defined(_RIM_LIGHTING3) float _Rim_Lighting3_Enabled; float _Rim_Lighting3_Mode; float3 _Rim_Lighting3_Color; texture2D _Rim_Lighting3_Mask; float _Rim_Lighting3_Mask_Invert; float _Rim_Lighting3_Mask_UV_Select; float _Rim_Lighting3_Mask_Sampler_Mode; texture2D _Rim_Lighting3_Mask2; float _Rim_Lighting3_Mask2_Invert_Colors; float _Rim_Lighting3_Mask2_Invert_Alpha; float _Rim_Lighting3_Mask2_UV_Select; float _Rim_Lighting3_Center_Eye_Fix; float _Rim_Lighting3_Use_Texture_Normals; float _Rim_Lighting3_Center; float _Rim_Lighting3_Power; float _Rim_Lighting3_Strength; float _Rim_Lighting3_Emission; float _Rim_Lighting3_Quantization; #if defined(_RIM_LIGHTING3_GLITTER) float _Rim_Lighting3_Glitter_Enabled; 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; float _Rim_Lighting3_PolarMask_Theta; float _Rim_Lighting3_PolarMask_Power; #endif #if defined(_RIM_LIGHTING3_CUSTOM_VIEW_VECTOR) float4 _Rim_Lighting3_Custom_View_Vector; #endif #endif #if defined(_OKLAB) float _OKLAB_Enabled; texture2D _OKLAB_Mask; float _OKLAB_Mask_Invert; float _OKLAB_Lightness_Shift; float _OKLAB_Chroma_Shift; float _OKLAB_Hue_Shift; #endif #if defined(_HSV0) float _HSV0_Enabled; texture2D _HSV0_Mask; float _HSV0_Mask_Invert; float _HSV0_Hue_Shift; float _HSV0_Sat_Shift; float _HSV0_Val_Shift; #endif #if defined(_HSV1) float _HSV1_Enabled; texture2D _HSV1_Mask; float _HSV1_Mask_Invert; float _HSV1_Hue_Shift; float _HSV1_Sat_Shift; float _HSV1_Val_Shift; #endif #if defined(_HSV2) float _HSV2_Enabled; texture2D _HSV2_Mask; float _HSV2_Mask_Invert; float _HSV2_Hue_Shift; float _HSV2_Sat_Shift; float _HSV2_Val_Shift; #endif #if defined(_CLONES) float _Clones_Enabled; float _Clones_Count; float _Clones_dx; float _Clones_dy; float _Clones_dz; float3 _Clones_Scale; float _Clones_Dist_Cutoff; #endif #if defined(_UVSCROLL) float _UVScroll_Enabled; texture2D _UVScroll_Mask; float _UVScroll_U_Speed; float _UVScroll_V_Speed; texture2D _UVScroll_Alpha; #endif #if defined(_LTCGI) float _LTCGI_Enabled_Dynamic; float _LTCGI_Strength; float4 _LTCGI_SpecularColor; float4 _LTCGI_DiffuseColor; #endif #if defined(_GIMMICK_FLAT_COLOR) float _Gimmick_Flat_Color_Enable_Static; float _Gimmick_Flat_Color_Enable_Dynamic; float4 _Gimmick_Flat_Color_Color; float3 _Gimmick_Flat_Color_Emission; #endif #if defined(_GIMMICK_UV_DOMAIN_WARPING) float _Gimmick_UV_Domain_Warping_Enable_Static; float _Gimmick_UV_Domain_Warping_Octaves; float _Gimmick_UV_Domain_Warping_Strength; float _Gimmick_UV_Domain_Warping_Scale; float _Gimmick_UV_Domain_Warping_Speed; texture2D _Gimmick_UV_Domain_Warping_Noise; texture2D _Gimmick_UV_Domain_Warping_Mask; float _Gimmick_UV_Domain_Warping_Mask_Invert; #endif #if defined(_GIMMICK_QUANTIZE_LOCATION) float _Gimmick_Quantize_Location_Enable_Static; float _Gimmick_Quantize_Location_Enable_Dynamic; float _Gimmick_Quantize_Location_Precision; float _Gimmick_Quantize_Location_Direction; float _Gimmick_Quantize_Location_Multiplier; texture2D _Gimmick_Quantize_Location_Mask; #if defined(_GIMMICK_QUANTIZE_LOCATION) float _Gimmick_Quantize_Location_Audiolink_Enable_Static; float _Gimmick_Quantize_Location_Audiolink_Enable_Dynamic; float _Gimmick_Quantize_Location_Audiolink_Strength; #endif #endif #if defined(_GIMMICK_SHEAR_LOCATION) float _Gimmick_Shear_Location_Enable_Static; float _Gimmick_Shear_Location_Enable_Dynamic; float4 _Gimmick_Shear_Location_Strength; float _Gimmick_Shear_Location_Mesh_Renderer_Fix; float4 _Gimmick_Shear_Location_Mesh_Renderer_Offset; float4 _Gimmick_Shear_Location_Mesh_Renderer_Rotation; float4 _Gimmick_Shear_Location_Mesh_Renderer_Scale; #endif #if defined(_GIMMICK_SPHERIZE_LOCATION) float _Gimmick_Spherize_Location_Enable_Static; float _Gimmick_Spherize_Location_Enable_Dynamic; float _Gimmick_Spherize_Location_Strength; float _Gimmick_Spherize_Location_Radius; #endif #if defined(_GIMMICK_EYES_00) float _Gimmick_Eyes00_Enable_Static; texture2D _Gimmick_Eyes00_Effect_Mask; #endif #if defined(_GIMMICK_EYES_01) float _Gimmick_Eyes01_Radius; #endif #if defined(_GIMMICK_EYES_02) float _Gimmick_Eyes02_N; float _Gimmick_Eyes02_A0; float _Gimmick_Eyes02_A1; float _Gimmick_Eyes02_A2; float _Gimmick_Eyes02_A3; float _Gimmick_Eyes02_A4; float _Gimmick_Eyes02_Animate; float _Gimmick_Eyes02_Animate_Strength; float _Gimmick_Eyes02_Animate_Speed; float _Gimmick_Eyes02_UV_X_Symmetry; float4 _Gimmick_Eyes02_UV_Adjust; float4 _Gimmick_Eyes02_Albedo; float _Gimmick_Eyes02_Metallic; float _Gimmick_Eyes02_Roughness; float3 _Gimmick_Eyes02_Emission; #endif #if defined(_GIMMICK_DS2) float _Gimmick_DS2_Enable_Static; texture2D _Gimmick_DS2_Mask; texture2D _Gimmick_DS2_Noise; float4 _Gimmick_DS2_Noise_TexelSize; float _Gimmick_DS2_Choice; // 00 float _Gimmick_DS2_Albedo_Factor; float _Gimmick_DS2_Emission_Factor; float _Gimmick_DS2_00_Domain_Warping_Octaves; float _Gimmick_DS2_00_Domain_Warping_Strength; float _Gimmick_DS2_00_Domain_Warping_Scale; float _Gimmick_DS2_00_Domain_Warping_Speed; // 01 float4 _Gimmick_DS2_01_Period; float4 _Gimmick_DS2_01_Count; float _Gimmick_DS2_01_Radius; float _Gimmick_DS2_01_Domain_Warping_Octaves; float _Gimmick_DS2_01_Domain_Warping_Strength; float _Gimmick_DS2_01_Domain_Warping_Scale; float _Gimmick_DS2_01_Domain_Warping_Speed; // 02 float4 _Gimmick_DS2_02_Period; float4 _Gimmick_DS2_02_Count; float _Gimmick_DS2_02_Edge_Length; float _Gimmick_DS2_02_Domain_Warping_Octaves; float _Gimmick_DS2_02_Domain_Warping_Strength; float _Gimmick_DS2_02_Domain_Warping_Scale; float _Gimmick_DS2_02_Domain_Warping_Speed; // 03 float4 _Gimmick_DS2_03_Period; float4 _Gimmick_DS2_03_Count; float _Gimmick_DS2_03_Edge_Length; // 11 float _Gimmick_DS2_11_Fog_Enable; float _Gimmick_DS2_11_Fog_Density; float3 _Gimmick_DS2_11_Fog_Sun_Direction; float4 _Gimmick_DS2_11_Fog_Sun_Color; float _Gimmick_DS2_11_Fog_Sun_Exponent; float _Gimmick_DS2_11_Fog_Sun_Color_2_Enable; float4 _Gimmick_DS2_11_Fog_Sun_Color_2; float _Gimmick_DS2_11_Fog_Sun_Exponent_2; float4 _Gimmick_DS2_11_Fog_Color; float _Gimmick_DS2_11_Snowline; float _Gimmick_DS2_11_Snowline_Octaves; float _Gimmick_DS2_11_Snowline_Width; float _Gimmick_DS2_11_Snowline_Noise_Scale; float3 _Gimmick_DS2_11_Snow_Color; texture2D _Gimmick_DS2_11_FBM; float _Gimmick_DS2_11_Rockline; float _Gimmick_DS2_11_Rockline_Octaves; float _Gimmick_DS2_11_Rockline_Width; float _Gimmick_DS2_11_Rockline_Noise_Scale; float3 _Gimmick_DS2_11_Rock_Color; float3 _Gimmick_DS2_11_Grass_Color; float _Gimmick_DS2_11_Alpha; float _Gimmick_DS2_11_Octaves; float _Gimmick_DS2_11_March_Initial_Offset; float _Gimmick_DS2_11_March_Initial_Step_Size; float _Gimmick_DS2_11_March_Steps; float _Gimmick_DS2_11_March_Backtrack_Steps; float _Gimmick_DS2_11_Simulation_Scale; float _Gimmick_DS2_11_Coord_Scale; float _Gimmick_DS2_11_Height_Scale; float _Gimmick_DS2_11_Height_Power; float3 _Gimmick_DS2_11_Offset; float _Gimmick_DS2_11_Distance_Culling_Enable; float _Gimmick_DS2_11_Activation_Y; float _Gimmick_DS2_11_Early_Exit_Cutoff_Cos_Theta; float _Gimmick_DS2_11_Normal_Epsilon; float _Gimmick_DS2_11_Valley_Power; float _Gimmick_DS2_11_Valley_Depth; #endif #if defined(_PIXELLATE) float _Gimmick_Pixellate_Enable_Static; float _Gimmick_Pixellate_Resolution_U; float _Gimmick_Pixellate_Resolution_V; texture2D _Gimmick_Pixellate_Effect_Mask; #endif #if defined(_TROCHOID) float _Trochoid_R; float _Trochoid_r; float _Trochoid_d; float _Trochoid_Speed; float _Trochoid_Radius_Power; float _Trochoid_Radius_Scale; float _Trochoid_Height_Scale; float _Trochoid_Enable_Fragment_Normals; float _Trochoid_Distance_Culling_Enable; float3 _Trochoid_Activation_Center; float _Trochoid_Activation_Radius; #endif #if defined(_FACE_ME_WORLD_Y) float _FaceMeWorldY_Enable_Static; float _FaceMeWorldY_Enable_Dynamic; float _FaceMeWorldY_Enable_X; float _FaceMeWorldY_Enable_Y; float _FaceMeWorldY_Enable_Z; #endif #if defined(_RORSCHACH) || defined(_GLITTER) || defined(_RIM_LIGHTING0_GLITTER) || defined(_RIM_LIGHTING1_GLITTER) || defined(_RIM_LIGHTING2_GLITTER) || defined(_RIM_LIGHTING3_GLITTER) float _Rorschach_Enable_Dynamic; float4 _Rorschach_Color; float _Rorschach_Alpha_Cutoff; float _Rorschach_Count_X; float _Rorschach_Count_Y; float _Rorschach_Center_Randomization; float _Rorschach_Radius; float _Rorschach_Emission_Strength; float _Rorschach_Speed; float _Rorschach_Quantization; texture2D _Rorschach_Mask; float _Rorschach_Mask_Invert; #endif #if defined(_MIRROR_UV_FLIP) float _Mirror_UV_Flip_Enable_Dynamic; #endif #if defined(_GIMMICK_LETTER_GRID) texture2D _Gimmick_Letter_Grid_Texture; float _Gimmick_Letter_Grid_Res_X; float _Gimmick_Letter_Grid_Res_Y; float _Gimmick_Letter_Grid_Tex_Res_X; float _Gimmick_Letter_Grid_Tex_Res_Y; float4 _Gimmick_Letter_Grid_UV_Scale_Offset; float _Gimmick_Letter_Grid_Padding; float4 _Gimmick_Letter_Grid_Color; float _Gimmick_Letter_Grid_Metallic; float _Gimmick_Letter_Grid_Roughness; float _Gimmick_Letter_Grid_Emission; float _Gimmick_Letter_Grid_UV_Select; float _Gimmick_Letter_Grid_Color_Wave_Speed; float _Gimmick_Letter_Grid_Color_Wave_Frequency; float _Gimmick_Letter_Grid_Rim_Lighting_Power; float _Gimmick_Letter_Grid_Rim_Lighting_Center; float _Gimmick_Letter_Grid_Rim_Lighting_Quantization; texture2D _Gimmick_Letter_Grid_Rim_Lighting_Mask; float _Gimmick_Letter_Grid_Rim_Lighting_Mask_UV_Select; float _Gimmick_Letter_Grid_Rim_Lighting_Mask_Invert; #endif #if defined(_GIMMICK_LETTER_GRID_2) texture2D _Gimmick_Letter_Grid_2_Texture; float4 _Gimmick_Letter_Grid_2_Texture_TexelSize; float _Gimmick_Letter_Grid_2_Res_X; float _Gimmick_Letter_Grid_2_Res_Y; float4 _Gimmick_Letter_Grid_2_Data_Row_0; float4 _Gimmick_Letter_Grid_2_Data_Row_1; float4 _Gimmick_Letter_Grid_2_Data_Row_2; float4 _Gimmick_Letter_Grid_2_Data_Row_3; float _Gimmick_Letter_Grid_2_Tex_Res_X; float _Gimmick_Letter_Grid_2_Tex_Res_Y; float4 _Gimmick_Letter_Grid_2_UV_Scale_Offset; float _Gimmick_Letter_Grid_2_Padding; float4 _Gimmick_Letter_Grid_2_Color; float _Gimmick_Letter_Grid_2_Metallic; float _Gimmick_Letter_Grid_2_Roughness; float _Gimmick_Letter_Grid_2_Emission; texture2D _Gimmick_Letter_Grid_2_Mask; float _Gimmick_Letter_Grid_2_Global_Offset; float _Gimmick_Letter_Grid_2_Screen_Px_Range; float _Gimmick_Letter_Grid_2_Min_Screen_Px_Range; float _Gimmick_Letter_Grid_2_Blurriness; float _Gimmick_Letter_Grid_2_Alpha_Threshold; #endif #if defined(_GIMMICK_AL_CHROMA_00) float _Gimmick_AL_Chroma_00_Forward_Pass; float _Gimmick_AL_Chroma_00_Forward_Blend; float _Gimmick_AL_Chroma_00_Outline_Pass; float _Gimmick_AL_Chroma_00_Outline_Blend; float _Gimmick_AL_Chroma_00_Outline_Emission; #if defined(_GIMMICK_AL_CHROMA_00_HUE_SHIFT) float _Gimmick_AL_Chroma_00_Hue_Shift_Theta; #endif #endif #if defined(_GIMMICK_FOG_00) float _Gimmick_Fog_00_Max_Ray; float _Gimmick_Fog_00_Enable_Area_Lighting; float _Gimmick_Fog_00_Radius; float _Gimmick_Fog_00_Boundary_Type; float3 _Gimmick_Fog_00_Plane_Normal; float3 _Gimmick_Fog_00_Plane_Center; float _Gimmick_Fog_00_Step_Size_Factor; float3 _Gimmick_Fog_00_Noise_Scale; float3 _Gimmick_Fog_00_Motion_Vector; float _Gimmick_Fog_00_Noise_Exponent; float _Gimmick_Fog_00_Density; float _Gimmick_Fog_00_Normal_Cutoff; float _Gimmick_Fog_00_Alpha_Cutoff; float _Gimmick_Fog_00_Ray_Origin_Randomization; float _Gimmick_Fog_00_Lod_Half_Life; float _Gimmick_Fog_00_Max_Brightness; float _Gimmick_Fog_00_LTCGI_Brightness; float _Gimmick_Fog_00_Overlay_Mode; float _Gimmick_Fog_00_Initial_Offset; texture3D _Gimmick_Fog_00_Noise; #if defined(_GIMMICK_FOG_00_NOISE_2D) texture2D _Gimmick_Fog_00_Noise_2D; float4 _Gimmick_Fog_00_Noise_2D_TexelSize; #endif #if defined(_GIMMICK_FOG_00_EMITTER_TEXTURE) texture2D _Gimmick_Fog_00_Emitter_Texture; float _Gimmick_Fog_00_Emitter_Brightness_Diffuse; float _Gimmick_Fog_00_Emitter_Brightness_Direct; float _Gimmick_Fog_00_Emitter_Lod_Half_Life; float3 _Gimmick_Fog_00_Emitter0_Location; float3 _Gimmick_Fog_00_Emitter0_Normal; float3 _Gimmick_Fog_00_Emitter0_Tangent; float _Gimmick_Fog_00_Emitter0_Scale_T; float _Gimmick_Fog_00_Emitter0_Scale_NxT; #if defined(_GIMMICK_FOG_00_EMITTER_1) float3 _Gimmick_Fog_00_Emitter1_Location; float3 _Gimmick_Fog_00_Emitter1_Normal; float _Gimmick_Fog_00_Emitter1_Scale_X; float _Gimmick_Fog_00_Emitter1_Scale_Y; #endif #if defined(_GIMMICK_FOG_00_EMITTER_2) float3 _Gimmick_Fog_00_Emitter2_Location; float3 _Gimmick_Fog_00_Emitter2_Normal; float _Gimmick_Fog_00_Emitter2_Scale_X; float _Gimmick_Fog_00_Emitter2_Scale_Y; #endif #endif #endif #if defined(_GIMMICK_ZWRITE_ABOMINATION) float _Gimmick_ZWrite_Abomination_Min_Hit_Dist; float _Gimmick_ZWrite_Abomination_March_Steps; float _Gimmick_ZWrite_Abomination_Normal_Epsilon; float _Gimmick_ZWrite_Abomination_Initial_Step_Size; float _Gimmick_ZWrite_Abomination_Global_Scale; float _Gimmick_ZWrite_Abomination_Vertex_Expansion_Factor; float3 _Gimmick_ZWrite_Abomination_Global_Offset; float _Gimmick_ZWrite_Abomination_Body_Half_Height; float _Gimmick_ZWrite_Abomination_Body_Radius; float _Gimmick_ZWrite_Abomination_Denim_Half_Height; float _Gimmick_ZWrite_Abomination_Denim_Radius; float3 _Gimmick_ZWrite_Abomination_Denim_Center; float _Gimmick_ZWrite_Abomination_Denim_Strap_Theta; float _Gimmick_ZWrite_Abomination_Denim_Strap_RA; float _Gimmick_ZWrite_Abomination_Denim_Strap_RB; float3 _Gimmick_ZWrite_Abomination_Denim_Strap_Center; float _Gimmick_ZWrite_Abomination_Denim_Strap_Z_Theta; float _Gimmick_ZWrite_Abomination_Lens_Radius; float _Gimmick_ZWrite_Abomination_Lens_Depth; float _Gimmick_ZWrite_Abomination_Lens_Thickness; float _Gimmick_ZWrite_Abomination_Lens_Strap_Height; float _Gimmick_ZWrite_Abomination_Pupil_Radius; float3 _Gimmick_ZWrite_Abomination_Eye_Center; float3 _Gimmick_ZWrite_Abomination_Arm_Center; float _Gimmick_ZWrite_Abomination_Arm_Radius; float _Gimmick_ZWrite_Abomination_Arm_Half_Length; float3 _Gimmick_ZWrite_Abomination_Leg_Center; float _Gimmick_ZWrite_Abomination_Leg_Radius; float _Gimmick_ZWrite_Abomination_Leg_Half_Length; float3 _Gimmick_ZWrite_Abomination_Mouth_Center; float _Gimmick_ZWrite_Abomination_Mouth_Theta; float _Gimmick_ZWrite_Abomination_Mouth_RA; float _Gimmick_ZWrite_Abomination_Mouth_RB; float4 _Gimmick_ZWrite_Abomination_Skin_Color; float _Gimmick_ZWrite_Abomination_Skin_Metallic; float _Gimmick_ZWrite_Abomination_Skin_Roughness; float4 _Gimmick_ZWrite_Abomination_Lens_Color; float _Gimmick_ZWrite_Abomination_Lens_Metallic; float _Gimmick_ZWrite_Abomination_Lens_Roughness; float4 _Gimmick_ZWrite_Abomination_Denim_Color; float _Gimmick_ZWrite_Abomination_Denim_Metallic; float _Gimmick_ZWrite_Abomination_Denim_Roughness; float4 _Gimmick_ZWrite_Abomination_Lens_Strap_Color; float _Gimmick_ZWrite_Abomination_Lens_Strap_Metallic; float _Gimmick_ZWrite_Abomination_Lens_Strap_Roughness; #endif #if defined(_GIMMICK_FOG_01) || defined(_GIMMICK_DS2) float _Gimmick_Fog_01_Density; float _Gimmick_Fog_01_Overlay_Mode; float3 _Gimmick_Fog_01_Sun_Direction; float4 _Gimmick_Fog_01_Color; float4 _Gimmick_Fog_01_Sun_Color; float4 _Gimmick_Fog_01_Sun_Color_2; float _Gimmick_Fog_01_Sun_Exponent; float _Gimmick_Fog_01_Sun_Exponent_2; float _Gimmick_Fog_01_Sun_Color_2_Enable; float _Gimmick_Fog_01_Distance_Culling_Enable; float3 _Gimmick_Fog_01_Activation_Center; float _Gimmick_Fog_01_Activation_Radius; #endif #if defined(_GIMMICK_GERSTNER_WATER) float _Gimmick_Gerstner_Water_M; float _Gimmick_Gerstner_Water_h; float _Gimmick_Gerstner_Water_g; float3 _Gimmick_Gerstner_Water_Scale; float4 _Gimmick_Gerstner_Water_a; float4 _Gimmick_Gerstner_Water_p; float4 _Gimmick_Gerstner_Water_k_x; float4 _Gimmick_Gerstner_Water_k_y; float4 _Gimmick_Gerstner_Water_t_f; float _Gimmick_Gerstner_Water_Origin_Damping_Direction; texture2D _Gimmick_Gerstner_Water_Color_Ramp; float _Gimmick_Gerstner_Water_Color_Ramp_Offset; float _Gimmick_Gerstner_Water_Color_Ramp_Scale; #if defined(_GIMMICK_GERSTNER_WATER_OCTAVE_1) float4 _Gimmick_Gerstner_Water_a1; float4 _Gimmick_Gerstner_Water_p1; float4 _Gimmick_Gerstner_Water_k_x1; float4 _Gimmick_Gerstner_Water_k_y1; float4 _Gimmick_Gerstner_Water_t_f1; #endif #if defined(_GIMMICK_GERSTNER_WATER_COLOR_RAMP) float4 _Gimmick_Gerstner_Water_Color_Ramp_Mask; #if defined(_GIMMICK_GERSTNER_WATER_OCTAVE_1) float4 _Gimmick_Gerstner_Water_Color_Ramp_Mask1; #endif #endif #endif #if defined(_GIMMICK_BOX_DISCARD) float _Gimmick_Box_Discard_Enable_Static; float3 _Gimmick_Box_Discard_Corner_1; float3 _Gimmick_Box_Discard_Corner_2; float _Gimmick_Box_Discard_Invert; #endif #if defined(_GIMMICK_FOG_00_RAY_MARCH_0) float _Gimmick_Fog_00_Ray_March_0_Seed; #endif #if defined(_GIMMICK_EPILEPSY_MODE) float _Gimmick_Epilepsy_Mode_Enable_Dynamic; float _Gimmick_Epilepsy_Mode_Luminance_Cutoff; float _Gimmick_Epilepsy_Mode_Saturation_Cutoff; float _Gimmick_Epilepsy_Mode_Rolloff_Power; #endif #if defined(_RENDERING_CUTOUT_NOISE_MASK) texture2D _Rendering_Cutout_Noise_Mask; float4 _Rendering_Cutout_Noise_Mask_TexelSize; #endif #if defined(_GIMMICK_LENS_00) float _Gimmick_Lens_00_Enable_Frame_Counter; float _Gimmick_Lens_00_Scale; float _Gimmick_Lens_00_Subdivisions; #if defined(_GIMMICK_LENS_00_FRAME_COUNTER) float _Gimmick_Lens_00_Frame_Counter_Speed; #endif #if defined(_GIMMICK_LENS_00_SSFD) float _Gimmick_Lens_00_SSFD_Scale; float _Gimmick_Lens_00_SSFD_Max_Fwidth; float _Gimmick_Lens_00_SSFD_Size_Factor; texture3D _Gimmick_Lens_00_SSFD_Noise; #endif #endif #if defined(_SURFACE_STABLE_FRACTAL_DITHERING) float _Surface_Stable_Fractal_Dithering_Enable_Dynamic; texture3D _Surface_Stable_Fractal_Dithering_Noise; float _Surface_Stable_Fractal_Dithering_Scale; float _Surface_Stable_Fractal_Dithering_Max_Fwidth; float _Surface_Stable_Fractal_Dithering_Size_Factor; float _Surface_Stable_Fractal_Dithering_Brightness_Factor; float2 _Surface_Stable_Fractal_Dithering_UV_Offset_R; float2 _Surface_Stable_Fractal_Dithering_UV_Offset_G; float2 _Surface_Stable_Fractal_Dithering_UV_Offset_B; #endif #endif