Shader "yum_food/tooner" { // Unity fucking sucks ass and sometimes incorrectly uses an old cached // version of the shader. Bump the nonce below to encourage it to use the // current version. // Build nonce: 34 Properties { _Color("Base color", Color) = (0.8, 0.8, 0.8, 1) _Metallic("Metallic", Range(0, 1)) = 0 _Roughness("Roughness", Range(0, 4)) = 0.5 _Roughness_Invert("Roughness invert", Float) = 0 _Clearcoat_Enabled("Clearcoat enabled", Float) = 0 _Clearcoat_Strength("Clearcoat strength", Range(0, 1)) = 0 _Clearcoat_Roughness("Clearcoat strength", Range(0, 1)) = 0 _Clearcoat_Mask("Clearcoat mask", 2D) = "white" {} _Clearcoat_Mask_Invert("Clearcoat mask invert", Float) = 0 _Clearcoat_Mask2("Clearcoat mask 2", 2D) = "white" {} _Clearcoat_Mask2_Invert("Clearcoat mask 2 invert", Float) = 0 _Rendering_Cutout_Noise_Mask("Noise mask", 2D) = "white" {} _MainTex("Base color", 2D) = "white" {} [Normal] _BumpMap("Normal", 2D) = "bump" {} _MetallicTex("Metallic", 2D) = "white" {} _MetallicTexChannel("Metallic", Range(0, 3)) = 2 _RoughnessTex("Roughness", 2D) = "black" {} _RoughnessTexChannel("Roughness", Range(0, 3)) = 1 _PBR_Sampler_Mode("Sampler mode", Range(0,1)) = 0 _PBR_Overlay0_Enable("Enable PBR overlay", Float) = 0.0 _PBR_Overlay0_BaseColor("Base color", Color) = (0.8, 0.8, 0.8, 1) _PBR_Overlay0_Metallic_Enable("Metallic enable", Float) = 0 _PBR_Overlay0_Metallic("Metallic", Range(0, 1)) = 0 _PBR_Overlay0_Roughness_Enable("Roughness enable", Float) = 0 _PBR_Overlay0_Roughness("Roughness", Range(0, 1)) = 1 _PBR_Overlay0_BaseColorTex("Base color", 2D) = "white" {} _PBR_Overlay0_Emission("Emission", Color) = (1, 1, 1, 1) _PBR_Overlay0_EmissionTex("Emission", 2D) = "black" {} _PBR_Overlay0_NormalTex("Normal", 2D) = "bump" {} _PBR_Overlay0_MetallicTex("Metallic", 2D) = "white" {} _PBR_Overlay0_RoughnessTex("Roughness", 2D) = "black" {} _PBR_Overlay0_Tex_NormalStr("Normal texture strength", Range(0, 10)) = 1 _PBR_Overlay0_Mask("Mask", 2D) = "white" {} _PBR_Overlay0_Mask_Invert("Mask invert", Float) = 0.0 _PBR_Overlay0_Mix("Mix mode", Float) = 0.0 _PBR_Overlay0_Constrain_By_Alpha("Constrain by alpha channel", Float) = 0.0 _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(0,7)) = 0 _PBR_Overlay0_Sampler_Mode("Sampler mode", Range(0,1)) = 0 _PBR_Overlay0_Mip_Bias("Mip bias", Float) = 0.0 _PBR_Overlay0_Mask_Glitter("Mask glitter", Float) = 0.0 _PBR_Overlay1_Enable("Enable PBR overlay", Float) = 0.0 _PBR_Overlay1_BaseColor("Base color", Color) = (0.8, 0.8, 0.8, 1) _PBR_Overlay1_Metallic_Enable("Metallic enable", Float) = 0 _PBR_Overlay1_Metallic("Metallic", Range(0, 1)) = 0 _PBR_Overlay1_Roughness_Enable("Roughness enable", Float) = 0 _PBR_Overlay1_Roughness("Roughness", Range(0, 1)) = 1 _PBR_Overlay1_BaseColorTex("Base color", 2D) = "white" {} _PBR_Overlay1_Emission("Emission", Color) = (1, 1, 1, 1) _PBR_Overlay1_EmissionTex("Emission", 2D) = "black" {} _PBR_Overlay1_NormalTex("Normal", 2D) = "bump" {} _PBR_Overlay1_MetallicTex("Metallic", 2D) = "white" {} _PBR_Overlay1_RoughnessTex("Roughness", 2D) = "black" {} _PBR_Overlay1_Tex_NormalStr("Normal texture strength", Range(0, 10)) = 1 _PBR_Overlay1_Mask("Mask", 2D) = "white" {} _PBR_Overlay1_Mask_Invert("Mask invert", Float) = 0.0 _PBR_Overlay1_Mix("Mix mode", Float) = 0.0 _PBR_Overlay1_Constrain_By_Alpha("Constrain by alpha channel", Float) = 0.0 _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(0,7)) = 0 _PBR_Overlay1_Sampler_Mode("Sampler mode", Range(0,1)) = 0 _PBR_Overlay1_Mip_Bias("Mip bias", Float) = 0.0 _PBR_Overlay1_Mask_Glitter("Mask glitter", Float) = 0.0 _PBR_Overlay2_Enable("Enable PBR overlay", Float) = 0.0 _PBR_Overlay2_BaseColor("Base color", Color) = (0.8, 0.8, 0.8, 1) _PBR_Overlay2_Metallic_Enable("Metallic enable", Float) = 0 _PBR_Overlay2_Metallic("Metallic", Range(0, 1)) = 0 _PBR_Overlay2_Roughness_Enable("Roughness enable", Float) = 0 _PBR_Overlay2_Roughness("Roughness", Range(0, 1)) = 1 _PBR_Overlay2_BaseColorTex("Base color", 2D) = "white" {} _PBR_Overlay2_Emission("Emission", Color) = (1, 1, 1, 1) _PBR_Overlay2_EmissionTex("Emission", 2D) = "black" {} _PBR_Overlay2_NormalTex("Normal", 2D) = "bump" {} _PBR_Overlay2_MetallicTex("Metallic", 2D) = "white" {} _PBR_Overlay2_RoughnessTex("Roughness", 2D) = "black" {} _PBR_Overlay2_Tex_NormalStr("Normal texture strength", Range(0, 10)) = 1 _PBR_Overlay2_Mask("Mask", 2D) = "white" {} _PBR_Overlay2_Mask_Invert("Mask invert", Float) = 0.0 _PBR_Overlay2_Mix("Mix mode", Float) = 0.0 _PBR_Overlay2_Constrain_By_Alpha("Constrain by alpha channel", Float) = 0.0 _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(0,7)) = 0 _PBR_Overlay2_Sampler_Mode("Sampler mode", Range(0,1)) = 0 _PBR_Overlay2_Mip_Bias("Mip bias", Float) = 0.0 _PBR_Overlay2_Mask_Glitter("Mask glitter", Float) = 0.0 _PBR_Overlay3_Enable("Enable PBR overlay", Float) = 0.0 _PBR_Overlay3_BaseColor("Base color", Color) = (0.8, 0.8, 0.8, 1) _PBR_Overlay3_Metallic_Enable("Metallic enable", Float) = 0 _PBR_Overlay3_Metallic("Metallic", Range(0, 1)) = 0 _PBR_Overlay3_Roughness_Enable("Roughness enable", Float) = 0 _PBR_Overlay3_Roughness("Roughness", Range(0, 1)) = 1 _PBR_Overlay3_BaseColorTex("Base color", 2D) = "white" {} _PBR_Overlay3_Emission("Emission", Color) = (1, 1, 1, 1) _PBR_Overlay3_EmissionTex("Emission", 2D) = "black" {} _PBR_Overlay3_NormalTex("Normal", 2D) = "bump" {} _PBR_Overlay3_MetallicTex("Metallic", 2D) = "white" {} _PBR_Overlay3_RoughnessTex("Roughness", 2D) = "black" {} _PBR_Overlay3_Tex_NormalStr("Normal texture strength", Range(0, 10)) = 1 _PBR_Overlay3_Mask("Mask", 2D) = "white" {} _PBR_Overlay3_Mask_Invert("Mask invert", Float) = 0.0 _PBR_Overlay3_Mix("Mix mode", Float) = 0.0 _PBR_Overlay3_Constrain_By_Alpha("Constrain by alpha channel", Float) = 0.0 _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(0,7)) = 0 _PBR_Overlay3_Sampler_Mode("Sampler mode", Range(0,1)) = 0 _PBR_Overlay3_Mip_Bias("Mip bias", Float) = 0.0 _PBR_Overlay3_Mask_Glitter("Mask glitter", Float) = 0.0 _Decal0_Enable("Enable decal", Float) = 0.0 _Decal0_BaseColor("Base color", 2D) = "white" {} _Decal0_Roughness("Roughness", 2D) = "white" {} _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(0,7)) = 0 _Decal1_Enable("Enable decal", Float) = 0.0 _Decal1_BaseColor("Base color", 2D) = "white" {} _Decal1_Roughness("Roughness", 2D) = "white" {} _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(0,7)) = 0 _Decal2_Enable("Enable decal", Float) = 0.0 _Decal2_BaseColor("Base color", 2D) = "white" {} _Decal2_Roughness("Roughness", 2D) = "white" {} _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(0,7)) = 0 _Decal3_Enable("Enable decal", Float) = 0.0 _Decal3_BaseColor("Base color", 2D) = "white" {} _Decal3_Roughness("Roughness", 2D) = "white" {} _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(0,7)) = 0 [NoScaleOffset] _EmissionMap("Emission map", 2D) = "black" {} _EmissionColor("Emission color", Color) = (0, 0, 0) [NoScaleOffset] _Emission0Tex("Emission map", 2D) = "black" {} _Emission0Color("Emission color", Color) = (0, 0, 0) _Emission0Multiplier("Emission multiplier", Range(0, 2)) = 1 _Emission0_UV_Select("UV channel", Range(0,7)) = 0 [NoScaleOffset] _Emission1Tex("Emission map", 2D) = "black" {} _Emission1Color("Emission color", Color) = (0, 0, 0) _Emission1Multiplier("Emission multiplier", Range(0, 2)) = 1 _Emission1_UV_Select("UV channel", Range(0,7)) = 0 _Global_Emission_Factor("Global emission factor", Float) = 1 _Global_Emission_Additive_Factor("Global emission additive factor", Float) = 0 [NoScaleOffset] _Tex_NormalStr("Normal texture strength", Range(0, 10)) = 1 _Cubemap("Cubemap", Cube) = "" {} _Cubemap_Limit_To_Metallic("Limit cubemap to metallic", Float) = 0.0 _Lighting_Factor("Lighting factor", Range(0, 5)) = 1 _Direct_Lighting_Factor("Direct lighting factor", Range(0, 5)) = 1 _Vertex_Lighting_Factor("Vertex lighting factor", Range(0, 5)) = 1 _Indirect_Specular_Lighting_Factor("Indirect specular lighting factor", Range(0, 5)) = 1 _Indirect_Specular_Lighting_Factor2("Indirect specular lighting factor", Range(0, 5)) = 1 _Indirect_Diffuse_Lighting_Factor("Indirect diffuse lighting factor", Range(0, 5)) = 1 _Reflection_Probe_Saturation("Reflection probe saturation", Range(0, 1)) = 1 _Enable_Brightness_Clamp("Enable brightness clamp", Float) = 0 _Min_Brightness("Min brightness", Range(0, 1)) = 0 _Max_Brightness("Max brightness", Range(0, 1.5)) = 1 _Mesh_Normal_Strength("Mesh normal strength", Range(0, 10)) = 1 _NormalStr("Normal strength", Range(0, 10)) = 1 _Ambient_Occlusion("Ambient occlusion", 2D) = "white" {} _Ambient_Occlusion_Strength("Ambient occlusion", Range(0,1)) = 1 _Proximity_Dimming_Enable_Static("Enable proximity dimming", Float) = 0 _Proximity_Dimming_Min_Dist("Proximity dimming min distance", Float) = 0 _Proximity_Dimming_Max_Dist("Proximity dimming max distance", Float) = 1 _Proximity_Dimming_Factor("Proximity dimming max distance", Float) = 0 _Shading_Mode("Shading mode", Range(0, 1)) = 0 _Mesh_Normals_Mode("Normals mode", Float) = 3 _Flatten_Mesh_Normals_Str("Flatten mesh normals strength", Float) = 100.0 [MaterialToggle] _Confabulate_Normals("Confabulate mesh normals", Float) = 0.0 _Alpha_Cutoff("Alpha cutoff", Range(0, 1)) = 0.5 _Outline_Width("Outline width", Range(0, 0.1)) = 0.01 _Outline_Color("Outline color", Color) = (0, 0, 0, 1) _Outline_Emission_Strength("Outline emission strength", Range(0, 2)) = 0.2 _Outline_Mask("Outline mask", 2D) = "white" {} _Outline_Mask_Invert("Invert outline mask", Float) = 0.0 _Outline_Width_Multiplier("Outline width multiplier", Float) = 1 _Glitter_Enabled("Glitter enabled", Float) = 0 _Glitter_Mask("Glitter mask", 2D) = "white" {} _Glitter_Color("Glitter color", Color) = (1, 1, 1, 1) _Glitter_Density("Glitter density", Float) = 400 _Glitter_Amount("Glitter amount", Range(1, 100)) = 35 _Glitter_Speed("Glitter speed", Float) = 1 _Glitter_Seed("Glitter seed", Float) = 1 _Glitter_Brightness("Glitter brightness (unlit)", Float) = 1 _Glitter_Brightness_Lit("Glitter brightness (lit)", Float) = 0 _Glitter_Angle("Glitter angle", Range(0, 90)) = 90 _Glitter_Power("Glitter power", Float) = 30 _Glitter_UV_Select("Glitter UV channel", Range(0, 7)) = 0 _Gimmick_Letter_Grid_Enable_Static("Enable letter grid (static)", Float) = 0 _Gimmick_Letter_Grid_Texture("Letter grid texture", 2D) = "black" {} _Gimmick_Letter_Grid_Tex_Res_X("Texture letter grid X resolution", Float) = 16 _Gimmick_Letter_Grid_Tex_Res_Y("Texture letter grid Y resolution", Float) = 8 _Gimmick_Letter_Grid_Res_X("Letter grid X resolution", Float) = 8 _Gimmick_Letter_Grid_Res_Y("Letter grid Y resolution", Float) = 8 _Gimmick_Letter_Grid_UV_Scale_Offset("Letter grid UV bounds", Vector) = (1, 1, 0, 0) _Gimmick_Letter_Grid_Padding("Padding", Float) = 0.02 _Gimmick_Letter_Grid_Color("Color", Color) = (1, 1, 1, 1) _Gimmick_Letter_Grid_Metallic("Metallic", Range(0, 1)) = 0 _Gimmick_Letter_Grid_Roughness("Roughness", Range(0 ,1)) = 0.5 _Gimmick_Letter_Grid_Emission("Emission", Range(0 ,1)) = 0.0 _Gimmick_Letter_Grid_UV_Select("Letter grid UV channel", Range(0, 7)) = 0 _Gimmick_Letter_Grid_Color_Wave("Letter grid color wave", Float) = 0 _Gimmick_Letter_Grid_Color_Wave_Speed("Letter grid color wave", Float) = 1 _Gimmick_Letter_Grid_Color_Wave_Frequency("Letter grid color wave", Float) = 1 _Gimmick_Letter_Grid_Rim_Lighting("_Gimmick_Letter_Grid_Rim_Lighting", Float) = 0 _Gimmick_Letter_Grid_Rim_Lighting_Power("_Gimmick_Letter_Grid_Rim_Lighting_Power", Float) = 5 _Gimmick_Letter_Grid_Rim_Lighting_Center("_Gimmick_Letter_Grid_Rim_Lighting_Center", Float) = 0 _Gimmick_Letter_Grid_Rim_Lighting_Quantization("_Gimmick_Letter_Grid_Rim_Lighting_Quantization", Float) = -1 _Gimmick_Letter_Grid_Rim_Lighting_Mask("Mask", 2D) = "white" {} _Gimmick_Letter_Grid_Rim_Lighting_Mask_UV_Select("_Gimmick_Letter_Grid_Rim_Lighting_Mask_UV_Select", Float) = 0 _Gimmick_Letter_Grid_Rim_Lighting_Mask_Invert("_Gimmick_Letter_Grid_Rim_Lighting_Mask_Invert", Float) = 0 [MaterialToggle] _Explode_Toggle("Explode toggle", Float) = 0 _Explode_Phase("Explode phase", Range(0, 1)) = 0 [Enum(UnityEngine.Rendering.CullMode)] _OutlinesCull ("Outlines pass culling mode", Float) = 1 [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Culling mode", Float) = 2 _Enable_Unity_Fog("Enable Unity fog", Float) = 1 _Stencil_Ref_Base("Stencil ref", Float) = 1 [Enum(UnityEngine.Rendering.CompareFunction)] _Stencil_Comp_Base("Stencil compare", Float) = 0 // Disabled [Enum(UnityEngine.Rendering.StencilOp)] _Stencil_Pass_Op_Base("Stencil op", Float) = 0 // Keep [Enum(UnityEngine.Rendering.StencilOp)] _Stencil_Fail_Op_Base("Stencil op", Float) = 0 // Keep _Stencil_Ref_Outline("Stencil ref", Float) = 1 [Enum(UnityEngine.Rendering.CompareFunction)] _Stencil_Comp_Outline("Stencil compare", Float) = 0 // Disabled [Enum(UnityEngine.Rendering.StencilOp)] _Stencil_Pass_Op_Outline("Stencil op", Float) = 0 // Keep [Enum(UnityEngine.Rendering.StencilOp)] _Stencil_Fail_Op_Outline("Stencil op", Float) = 0 // Keep [MaterialToggle] _Scroll_Toggle("Scroll toggle", Float) = 0 _Scroll_Top("Scroll top (m)", Range(-5, 5)) = 1 _Scroll_Bottom("Scroll bottom (m)", Range(-5, 5)) = 0 _Scroll_Width("Scroll width", Range(0, 1)) = 0 _Scroll_Strength("Scroll strength", Range(0, 1)) = 0 _Scroll_Speed("Scroll speed", Range(0, 1)) = 1 [HideInInspector] _SrcBlend ("_SrcBlend", Float) = 1 [HideInInspector] _DstBlend ("_SrcBlend", Float) = 0 [HideInInspector] _ZWrite ("_ZWrite", Float) = 1 [HideInInspector] _ZTest ("_ZTest", Float) = 4 // LEqual _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, 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, 7)) = 0 _Matcap0Mode("Matcap mode", Float) = 0 _Matcap0Str("Matcap strength", Float) = 1 _Matcap0MixFactor("Matcap mix factor", Range(0, 1)) = 1 _Matcap0Emission("Matcap emission", Float) = 0 _Matcap0Quantization("Matcap quantization", Float) = -1 _Matcap0Distortion0("Matcap distortion0", Float) = 0 _Matcap0Normal_Enabled("Enable normal replacement", Float) = 0 _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, 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 _Matcap0_Overwrite_Rim_Lighting_3("Overwrite RL", Float) = 0 _Matcap0_Center_Eye_Fix("Enable center eye fix", Float) = 0 _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, 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, 7)) = 0 _Matcap1Mode("Matcap mode", Float) = 0 _Matcap1Str("Matcap strength", Float) = 1 _Matcap1MixFactor("Matcap mix factor", Range(0, 1)) = 1 _Matcap1Emission("Matcap emission", Float) = 0 _Matcap1Quantization("Matcap quantization", Float) = -1 _Matcap1Distortion0("Matcap distortion0", Float) = 0 _Matcap1Normal_Enabled("Enable normal replacement", Float) = 0 _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, 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 _Matcap1_Overwrite_Rim_Lighting_3("Overwrite RL", Float) = 0 _Matcap1_Center_Eye_Fix("Enable center eye fix", Float) = 0 _Rim_Lighting0_Enabled("Enable rim lighting", Float) = 0 _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, 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 _Rim_Lighting0_Power("Rim lighting power", Float) = 2.0 _Rim_Lighting0_Strength("Rim lighting strength", Float) = 1.0 _Rim_Lighting0_Emission("Rim lighting emission", Float) = 0 _Rim_Lighting0_Quantization("Rim lighting quantization", Float) = -1 _Rim_Lighting0_Glitter_Enabled("Rim lighting glitter", Float) = 0 _Rim_Lighting0_Glitter_Density("Rim lighting glitter density", Float) = 100 _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 _Rim_Lighting0_Custom_View_Vector_Enabled("custom view vector", Float) = 0 _Rim_Lighting0_Custom_View_Vector("custom view vector", Vector) = (1, 0, 0, 0) _Rim_Lighting0_Center_Eye_Fix("Enable center eye fix", Float) = 0 _Rim_Lighting0_Reflect_In_World_Space("Reflect in world space", Float) = 0 _Rim_Lighting1_Enabled("Enable rim lighting", Float) = 0 _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, 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 _Rim_Lighting1_Power("Rim lighting power", Float) = 2.0 _Rim_Lighting1_Strength("Rim lighting strength", Float) = 1.0 _Rim_Lighting1_Emission("Rim lighting emission", Float) = 0 _Rim_Lighting1_Quantization("Rim lighting quantization", Float) = -1 _Rim_Lighting1_Glitter_Enabled("Rim lighting glitter", Float) = 0 _Rim_Lighting1_Glitter_Density("Rim lighting glitter density", Float) = 100 _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 _Rim_Lighting1_Custom_View_Vector_Enabled("custom view vector", Float) = 0 _Rim_Lighting1_Custom_View_Vector("custom view vector", Vector) = (1, 0, 0, 0) _Rim_Lighting1_Center_Eye_Fix("Enable center eye fix", Float) = 0 _Rim_Lighting1_Reflect_In_World_Space("Reflect in world space", Float) = 0 _Rim_Lighting2_Enabled("Enable rim lighting", Float) = 0 _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, 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 _Rim_Lighting2_Power("Rim lighting power", Float) = 2.0 _Rim_Lighting2_Strength("Rim lighting strength", Float) = 1.0 _Rim_Lighting2_Emission("Rim lighting emission", Float) = 0 _Rim_Lighting2_Quantization("Rim lighting quantization", Float) = -1 _Rim_Lighting2_Glitter_Enabled("Rim lighting glitter", Float) = 0 _Rim_Lighting2_Glitter_Density("Rim lighting glitter density", Float) = 100 _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 _Rim_Lighting2_Custom_View_Vector_Enabled("custom view vector", Float) = 0 _Rim_Lighting2_Custom_View_Vector("custom view vector", Vector) = (1, 0, 0, 0) _Rim_Lighting2_Center_Eye_Fix("Enable center eye fix", Float) = 0 _Rim_Lighting2_Reflect_In_World_Space("Reflect in world space", Float) = 0 _Rim_Lighting3_Enabled("Enable rim lighting", Float) = 0 _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, 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 _Rim_Lighting3_Power("Rim lighting power", Float) = 2.0 _Rim_Lighting3_Strength("Rim lighting strength", Float) = 1.0 _Rim_Lighting3_Emission("Rim lighting emission", Float) = 0 _Rim_Lighting3_Quantization("Rim lighting quantization", Float) = -1 _Rim_Lighting3_Glitter_Enabled("Rim lighting glitter", Float) = 0 _Rim_Lighting3_Glitter_Density("Rim lighting glitter density", Float) = 100 _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 _Rim_Lighting3_Custom_View_Vector_Enabled("custom view vector", Float) = 0 _Rim_Lighting3_Custom_View_Vector("custom view vector", Vector) = (1, 0, 0, 0) _Rim_Lighting3_Center_Eye_Fix("Enable center eye fix", Float) = 0 _Rim_Lighting3_Reflect_In_World_Space("Reflect in world space", Float) = 0 _OKLAB_Enabled("Enable OKLAB", Float) = 0.0 _OKLAB_Mask("Mask", 2D) = "white" {} _OKLAB_Mask_Invert("Mask invert", Float) = 0.0 _OKLAB_Lightness_Shift("OKLAB lightness shift", Range(-1.0, 1.0)) = 0.0 _OKLAB_Chroma_Shift("OKLAB chroma shift", Range(-0.37, 0.37)) = 0.0 _OKLAB_Hue_Shift("OKLAB hue shift", Range(0, 6.283185307)) = 0.0 _HSV0_Enabled("Enable HSV", Float) = 0.0 _HSV0_Mask("Mask", 2D) = "white" {} _HSV0_Mask_Invert("Mask invert", Float) = 0.0 _HSV0_Hue_Shift("HSV hue shift", Range(0.0, 1.0)) = 0.0 _HSV0_Sat_Shift("HSV saturation shift", Range(-1.0, 1.0)) = 0.0 _HSV0_Val_Shift("HSV value shift", Range(-1.0, 1.0)) = 0.0 _HSV1_Enabled("Enable HSV", Float) = 0.0 _HSV1_Mask("Mask", 2D) = "white" {} _HSV1_Mask_Invert("Mask invert", Float) = 0.0 _HSV1_Hue_Shift("HSV hue shift", Range(0.0, 1.0)) = 0.0 _HSV1_Sat_Shift("HSV saturation shift", Range(-1.0, 1.0)) = 0.0 _HSV1_Val_Shift("HSV value shift", Range(-1.0, 1.0)) = 0.0 _HSV2_Enabled("Enable HSV", Float) = 0.0 _HSV2_Mask("Mask", 2D) = "white" {} _HSV2_Mask_Invert("Mask invert", Float) = 0.0 _HSV2_Hue_Shift("HSV hue shift", Range(0.0, 1.0)) = 0.0 _HSV2_Sat_Shift("HSV saturation shift", Range(-1.0, 1.0)) = 0.0 _HSV2_Val_Shift("HSV value shift", Range(-1.0, 1.0)) = 0.0 _Clones_Enabled("Enable clones", Float) = 0.0 _Clones_Count("Clones count", Range(0,16)) = 0.0 _Clones_Dist_Cutoff("distance cutoff", Float) = -1.0 _Clones_dx("dx", Range(0, 10)) = 1.0 _Clones_dy("dy", Range(0, 10)) = 1.0 _Clones_dz("dz", Range(0, 10)) = 1.0 _Clones_Scale("scale", Vector) = (1, 1, 1, 1) _UVScroll_Enabled("Enable UV scrolling", Float) = 0.0 _UVScroll_Mask("UV scroll mask", 2D) = "white" _UVScroll_U_Speed("UV scroll U speed", Float) = 0.0 _UVScroll_V_Speed("UV scroll V speed", Float) = 1.0 _UVScroll_Alpha("UV scroll alpha", 2D) = "white" {} _LTCGI_Enabled("LTCGI enabled", Float) = 0.0 _LTCGI_SpecularColor("LTCGI specular color", Color) = (1, 1, 1, 1) _LTCGI_DiffuseColor("LTCGI diffuse color", Color) = (1, 1, 1, 1) _Cutout_Mode("Cutout rendering mode", Float) = 0.0 _Render_Queue_Offset("Render queue offset", Integer) = 0 _Shadow_Strength("Shadows strength", Range(0, 1)) = 1.0 _Global_Sample_Bias("Mipmap multiplier", Float) = 0.0 _Gimmick_Flat_Color_Enable_Static("Enable flat color gimmick", Float) = 0.0 _Gimmick_Flat_Color_Enable_Dynamic("Enable flat color gimmick", Float) = 0.0 _Gimmick_Flat_Color_Color("Flat color gimmick color", Color) = (0, 0, 0, 1) _Gimmick_Flat_Color_Emission("Flat color gimmick emission", Color) = (0, 0, 0, 1) _Gimmick_Quantize_Location_Enable_Static("Enable quantize location gimmick", Float) = 0.0 _Gimmick_Quantize_Location_Enable_Dynamic("quantize location gimmick", Float) = 0.0 _Gimmick_Quantize_Location_Precision("quantize location precision", Float) = 100.0 _Gimmick_Quantize_Location_Direction("quantize location direction", Float) = 1.0 _Gimmick_Quantize_Location_Multiplier("quantize location multiplier", Range(0.01, 4)) = 1.0 _Gimmick_Quantize_Location_Mask("Mask", 2D) = "white" {} _Gimmick_Quantize_Location_Audiolink_Enable_Static("Audiolink static", Float) = 0.0 _Gimmick_Quantize_Location_Audiolink_Enable_Dynamic("Audiolink dynamic", Float) = 0.0 _Gimmick_Quantize_Location_Audiolink_Strength("Strength", Float) = 1.0 _Gimmick_Shear_Location_Enable_Static("Enable shear location gimmick", Float) = 0.0 _Gimmick_Shear_Location_Enable_Dynamic("Enable shear location gimmick", Float) = 0.0 _Gimmick_Shear_Location_Strength("Strength", Vector) = (1, 1, 1, 1) _Gimmick_Shear_Location_Mesh_Renderer_Fix("Mesh renderer fix", Float) = 0.0 _Gimmick_Shear_Location_Mesh_Renderer_Offset("Mesh renderer offset", Vector) = (0, 0, 0, 0) _Gimmick_Shear_Location_Mesh_Renderer_Rotation("Mesh renderer rotation", Vector) = (0, 0, 0, 0) _Gimmick_Shear_Location_Mesh_Renderer_Scale("Mesh renderer scale", Vector) = (0, 0, 0, 0) _Gimmick_Spherize_Location_Enable_Static("Enable spherize location gimmick", Float) = 0.0 _Gimmick_Spherize_Location_Enable_Dynamic("Enable spherize location gimmick", Float) = 0.0 _Gimmick_Spherize_Location_Strength("Strength", Range(0, 1)) = 0 _Gimmick_Spherize_Location_Radius("Strength", Float) = 1 _Gimmick_Vertex_Normal_Slide_Enable_Static("Enable vertex normal slide", Float) = 0.0 _Gimmick_Vertex_Normal_Slide_Enable_Dynamic("Enable vertex normal slide", Float) = 0.0 _Gimmick_Vertex_Normal_Slide_Distance("Vertex normal slide distance", Float) = 0.01 _Gimmick_Eyes00_Enable_Static("Enable eyes 00", Float) = 0.0 _Gimmick_Eyes00_Effect_Mask("Effect mask", 2D) = "white" {} _Gimmick_Eyes01_Enable_Static("Enable eyes 01", Float) = 0.0 _Gimmick_Eyes01_Radius("Radius (meters, obj space)", Float) = 1.0 _Gimmick_Eyes02_Enable_Static ("Enable (static)", Float) = 0 _Gimmick_Eyes02_N ("n", Range(2, 16)) = 5 _Gimmick_Eyes02_A0 ("a0", Range(-6, 6)) = 1.5 _Gimmick_Eyes02_A1 ("a1", Range(-6, 6)) = -1.75 _Gimmick_Eyes02_A2 ("a2", Range(-6, 6)) = .01 _Gimmick_Eyes02_A3 ("a3", Range(-2, 2)) = 0 _Gimmick_Eyes02_A4 ("a4", Range(-2, 2)) = .5 _Gimmick_Eyes02_Animate ("animate", Float) = 0.0 _Gimmick_Eyes02_Animate_Strength ("animation strength", Float) = 1.0 _Gimmick_Eyes02_Animate_Speed ("animation speed", Float) = 1.0 _Gimmick_Eyes02_UV_X_Symmetry ("UV x symmetry", Float) = 1.0 _Gimmick_Eyes02_UV_Adjust ("UV scale and center", Vector) = (0.9, 1.1, .753, .675) _Gimmick_Eyes02_Albedo ("Albedo", Color) = (1, 1, 1, 1) _Gimmick_Eyes02_Metallic ("Metallic", Range(0, 1)) = 0 _Gimmick_Eyes02_Roughness ("Roughness", Range(0, 1)) = 0.5 _Gimmick_Eyes02_Emission ("Emission", Color) = (0, 0, 0, 1) _Gimmick_Halo00_Enable_Static("Enable halo", Float) = 0.0 _Gimmick_Pixellate_Enable_Static("Enable pixellation", Float) = 0.0 _Gimmick_Pixellate_Resolution_U("Resolution (U)", Float) = 64 _Gimmick_Pixellate_Resolution_V("Resolution (V)", Float) = 64 _Gimmick_Pixellate_Effect_Mask("Effect mask", 2D) = "white" {} _Gimmick_AL_Chroma_00_Enable_Static("Enable AL chroma effect 00", Float) = 0.0 _Gimmick_AL_Chroma_00_Forward_Pass("Enable in forward pass", Float) = 0.0 _Gimmick_AL_Chroma_00_Forward_Blend("Forward pass blend", Range(0, 1)) = 1.0 _Gimmick_AL_Chroma_00_Outline_Pass("Enable in outline pass", Float) = 1.0 _Gimmick_AL_Chroma_00_Outline_Emission("Outline emission", Range(0, 1)) = 0 _Gimmick_AL_Chroma_00_Outline_Blend("Outline pass blend", Range(0 ,1)) = 1.0 _Gimmick_AL_Chroma_00_Hue_Shift_Enable_Static("Enable hue shift", Float) = 0.0 _Gimmick_AL_Chroma_00_Hue_Shift_Theta("Hue shift", Range(0, 1)) = 0.0 _Trochoid_Enable_Static("Enable trochoid", Float) = 0.0 _Trochoid_R("R", Float) = 5.0 _Trochoid_r("r", Float) = 3.0 _Trochoid_d("d", Float) = 5.0 _FaceMeWorldY_Enable_Static("Enable face me gimmick", Float) = 0.0 _FaceMeWorldY_Enable_Dynamic("Enable face me gimmick", Float) = 0.0 _FaceMeWorldY_Enable_X("x", Float) = 0 _FaceMeWorldY_Enable_Y("x", Float) = 1 _FaceMeWorldY_Enable_Z("x", Float) = 0 _Rorschach_Enable_Static("Enable rorschach gimmick", Float) = 0.0 _Rorschach_Enable_Dynamic("Enable rorschach gimmick", Float) = 0.0 _Rorschach_Color("Col", Color) = (1, 1, 1, 1) _Rorschach_Alpha_Cutoff("Alpha cutoff", Float) = 0.0 _Rorschach_Count_X("Enable rorschach gimmick", Float) = 2 _Rorschach_Count_Y("Enable rorschach gimmick", Float) = 2 _Rorschach_Center_Randomization("Center randomization", Float) = 0 _Rorschach_Radius("Radius", Float) = 1 _Rorschach_Emission_Strength("Emission", Float) = 0 _Rorschach_Speed("Speed", Float) = 1 _Rorschach_Quantization("Quantization", Float) = -1 _Rorschach_Mask("Mask", 2D) = "white" {} _Rorschach_Mask_Invert("Mask invert", Float) = 0 _Mirror_UV_Flip_Enable_Static("Enable rorschach gimmick", Float) = 0.0 _Mirror_UV_Flip_Enable_Dynamic("Enable rorschach gimmick", Float) = 0.0 _Enable_SSR("Enable SSR", Float) = 0 _SSR_Mask("SSR mask", 2D) = "white" {} _SSRStrength("SSR Strength", Float) = 1 _SSRHeight("SSR Height", Float) = 0.1 [HideInInspector]_NoiseTexSSR("SSR Noise Texture", 2D) = "black" {} _EdgeFade("Edge Fade", Range(0,1)) = 0.1 [ToggleUI]_EdgeFadeToggle("Edge Fade Toggle", Int) = 1 _ScatterDist("_ScatterDist", Float) = 0 _ScatterPow("_ScatterPow", Float) = 0 _ScatterIntensity("_ScatterIntensity", Float) = 0 _ScatterAmbient("_ScatterAmbient", Float) = 0 _GSAA("_GSAA", Float) = 0 _GSAAStrength("_GSAAStrength", Float) = 0 _WrappingFactor("_WrappingFactor", Range(0,1)) = 0 _Subsurface("_Subsurface", Float) = 0 _SpecularStrength("_SpecularStrength", Range(0,1)) = 1 _FresnelStrength("_FresnelStrength", Range(0,1)) = 1 _UseFresnel("_UseFresnel", Float) = 1 _ReflectionStrength("_ReflectionStrength", Range(0,1)) = 1 _ReflectionStrengthTex("Reflection strength", 2D) = "white" {} shadowedReflections("shadowedReflections", Vector) = (0, 0, 0, 0) _ReflShadows("_ReflShadows", Vector) = (0, 0, 0, 0) _ReflShadowStrength("_ReflShadowStrength", Vector) = (0, 0, 0, 0) _Discard_Enable_Static("Enable discard feature (static)", Float) = 0 _Discard_Enable_Dynamic("Enable discard feature (dynamic)", Float) = 0 _PBR_UI_Show("UI show", Float) = 1 _PBR_Overlay_UI_Show("UI show", Float) = 0 _PBR_Overlay0_UI_Show("UI show", Float) = 0 _PBR_Overlay1_UI_Show("UI show", Float) = 0 _PBR_Overlay2_UI_Show("UI show", Float) = 0 _PBR_Overlay3_UI_Show("UI show", Float) = 0 _Clearcoat_UI_Show("UI show", Float) = 0 _Decal_UI_Show("UI show", Float) = 0 _Decal0_UI_Show("UI show", Float) = 0 _Decal1_UI_Show("UI show", Float) = 0 _Decal2_UI_Show("UI show", Float) = 0 _Decal3_UI_Show("UI show", Float) = 0 _Lighting_UI_Show("UI show", Float) = 0 _Emission_UI_Show("UI show", Float) = 0 _Shading_UI_Show("UI show", Float) = 0 _Matcaps_UI_Show("UI show", Float) = 0 _Matcap0_UI_Show("UI show", Float) = 0 _Matcap1_UI_Show("UI show", Float) = 0 _Rim_Lighting0_UI_Show("UI show", Float) = 0 _Rim_Lighting1_UI_Show("UI show", Float) = 0 _Rim_Lighting2_UI_Show("UI show", Float) = 0 _Rim_Lighting3_UI_Show("UI show", Float) = 0 _Outlines_UI_Show("UI show", Float) = 0 _Glitter_UI_Show("UI show", Float) = 0 _Gimmicks_UI_Show("UI show", Float) = 0 _Rendering_UI_Show("UI show", Float) = 0 _Explosion_UI_Show("UI show", Float) = 0 _Geometry_Scroll_UI_Show("UI show", Float) = 0 _UV_Scroll_UI_Show("UI show", Float) = 0 _Hue_Shift_UI_Show("UI show", Float) = 0 _Hue_Shift_OKLAB_UI_Show("UI show", Float) = 0 _Hue_Shift_HSV_UI_Show("UI show", Float) = 0 _Clones_UI_Show("UI show", Float) = 0 _Mochie_UI_Show("UI show", Float) = 0 _Gimmick_Fog_00_Enable_Static("Enable fog 00", Float) = 0 _Gimmick_Fog_00_Enable_Area_Lighting("Enable fog 00 area lighting", Float) = 1 _Gimmick_Fog_00_Noise("3D noise", 3D) = "black" {} _Gimmick_Fog_00_Noise_Normals("3D noise (normals)", 3D) = "white" {} _Gimmick_Fog_00_Noise_2D("2D noise", 2D) = "black" {} _Gimmick_Fog_00_Max_Ray("Max ray", Float) = 25 _Gimmick_Fog_00_Radius("Radius", Float) = 25 _Gimmick_Fog_00_Step_Size_Factor("Step size (meters)", Float) = 1 _Gimmick_Fog_00_Noise_Scale("Noise scale", Float) = 1 _Gimmick_Fog_00_Noise_Exponent("Noise exponent", Float) = 2.0 _Gimmick_Fog_00_Density("Density", Range(0,10)) = 1.0 _Gimmick_Fog_00_Normal_Cutoff("Normal cutoff (alpha)", Range(0,1)) = 0.5 _Gimmick_Fog_00_Alpha_Cutoff("Albedo cutoff (alpha)", Range(0,1)) = 0.9 _Gimmick_Fog_00_Ray_Origin_Randomization("Enable ray origin randomization", Range(0,1)) = 1 _Gimmick_Fog_00_Lod_Half_Life("fog", Float) = 5 _Gimmick_Fog_00_Emitter_Texture("Emitter texture", 2D) = "black" {} _Gimmick_Fog_00_Emitter_Variable_Density("Enable emitter variable density", Float) = 0 _Gimmick_Fog_00_Emitter_Brightness("fog", Float) = 1 _Gimmick_Fog_00_Emitter_Lod_Half_Life("fog", Float) = 5 _Gimmick_Fog_00_Emitter0_Location("fog", Vector) = (0, 0, 0, 0) _Gimmick_Fog_00_Emitter0_Normal("fog", Vector) = (-1, 0, 0, 0) _Gimmick_Fog_00_Emitter0_Scale_X("fog", Float) = 1 _Gimmick_Fog_00_Emitter0_Scale_Y("fog", Float) = 1 _Gimmick_Fog_00_Emitter1_Enable_Static("fog", Float) = 0 _Gimmick_Fog_00_Emitter1_Location("fog", Vector) = (0, 0, 0, 0) _Gimmick_Fog_00_Emitter1_Normal("fog", Vector) = (-1, 0, 0, 0) _Gimmick_Fog_00_Emitter1_Scale_X("fog", Float) = 1 _Gimmick_Fog_00_Emitter1_Scale_Y("fog", Float) = 1 _Gimmick_Fog_00_Emitter2_Enable_Static("fog", Float) = 0 _Gimmick_Fog_00_Emitter2_Location("fog", Vector) = (0, 0, 0, 0) _Gimmick_Fog_00_Emitter2_Normal("fog", Vector) = (-1, 0, 0, 0) _Gimmick_Fog_00_Emitter2_Scale_X("fog", Float) = 1 _Gimmick_Fog_00_Emitter2_Scale_Y("fog", Float) = 1 _Gimmick_Fog_00_Ray_March_0_Enable_Static("enable ray march effect 0", Float) = 0 _Gimmick_Fog_00_Ray_March_0_Seed("seed", Float) = 0 _Gimmick_Aurora_Enable_Static("Enable aurora", Float) = 0 _Gimmick_Gerstner_Water_Enable_Static("Enable water (gerstner)", Float) = 0 _Gimmick_Gerstner_Water_M("# of components considered", Float) = 4 _Gimmick_Gerstner_Water_a("Amplitudes", Vector) = (.001, .0005, .00025, .000125) _Gimmick_Gerstner_Water_p("Phases", Vector) = (0, 0, 0, 0) _Gimmick_Gerstner_Water_k_x("Wavenumbers (x)", Vector) = (1, 1, 1, 1) _Gimmick_Gerstner_Water_k_y("Wavenumbers (y)", Vector) = (1, 1, 1, 1) _Gimmick_Gerstner_Water_t_f("Time factor", Vector) = (1, 1, 1, 1) _Gimmick_Gerstner_Water_Color_Ramp_Mask("Color ramp mask", Vector) = (1, 1, 1, 1) _Gimmick_Gerstner_Water_a1("Amplitudes", Vector) = (0, 0, 0, 0) _Gimmick_Gerstner_Water_p1("Phases", Vector) = (0, 0, 0, 0) _Gimmick_Gerstner_Water_k_x1("Wavenumbers (x)", Vector) = (1, 1, 1, 1) _Gimmick_Gerstner_Water_k_y1("Wavenumbers (y)", Vector) = (1, 1, 1, 1) _Gimmick_Gerstner_Water_t_f1("Time factor", Vector) = (1, 1, 1, 1) _Gimmick_Gerstner_Water_Color_Ramp_Mask1("Color ramp mask", Vector) = (1, 1, 1, 1) _Gimmick_Gerstner_Water_h("Mean water depth", Float) = 10 _Gimmick_Gerstner_Water_g("Gravity", Float) = 9.8 _Gimmick_Gerstner_Water_Scale("Scale", Vector) = (1000, 1000, .1) _Gimmick_Gerstner_Water_Origin_Damping_Direction("Origin damping direction", Float) = 1 _Gimmick_Gerstner_Water_Color_Ramp("Color ramp", 2D) = "white" _Gimmick_Gerstner_Water_Color_Ramp_Offset("Color ramp offset", Float) = 0.5 _Gimmick_Gerstner_Water_Color_Ramp_Scale("Color ramp offset", Float) = 1 } SubShader { Tags { "VRCFallback"="ToonCutout" } Pass { Tags { "RenderType"="Opaque" "Queue"="Geometry" "LightMode"="ForwardBase" } Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] ZTest [_ZTest] Cull [_Cull] Stencil { Ref [_Stencil_Ref_Base] Comp [_Stencil_Comp_Base] Pass [_Stencil_Pass_Op_Base] Fail [_Stencil_Fail_Op_Base] } CGPROGRAM #pragma target 5.0 #pragma multi_compile_instancing #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma multi_compile _ VERTEXLIGHT_ON #include "feature_macros.cginc" #pragma vertex vert #pragma geometry geom #pragma fragment frag #define FORWARD_BASE_PASS #include "tooner_lighting.cginc" ENDCG } Pass { Tags { "RenderType"="Opaque" "Queue"="Geometry" "LightMode"="ForwardAdd" } Blend [_SrcBlend] One ZWrite Off Cull [_Cull] Stencil { Ref [_Stencil_Ref_Base] Comp [_Stencil_Comp_Base] Pass [_Stencil_Pass_Op_Base] Fail [_Stencil_Fail_Op_Base] } CGPROGRAM #pragma target 5.0 #pragma multi_compile_instancing #pragma multi_compile_fwdadd_fullshadows #include "feature_macros.cginc" #pragma vertex vert #pragma geometry geom #pragma fragment frag #include "tooner_lighting.cginc" ENDCG } Pass { Cull [_OutlinesCull] ZWrite [_ZWrite] ZTest [_ZTest] Stencil { Ref [_Stencil_Ref_Outline] Comp [_Stencil_Comp_Outline] Pass [_Stencil_Pass_Op_Outline] Fail [_Stencil_Fail_Op_Outline] } CGPROGRAM #pragma target 5.0 #pragma multi_compile_instancing #include "feature_macros.cginc" #pragma vertex vert #pragma geometry geom #pragma fragment frag #include "tooner_outline_pass.cginc" ENDCG } Pass { Tags { "LightMode" = "ShadowCaster" } Stencil { Ref [_Stencil_Ref_Base] Comp [_Stencil_Comp_Base] Pass [_Stencil_Pass_Op_Base] Fail [_Stencil_Fail_Op_Base] } CGPROGRAM #pragma target 5.0 #pragma multi_compile_instancing #include "feature_macros.cginc" #pragma vertex vert #pragma fragment frag #include "mochie_shadow_caster.cginc" ENDCG } } CustomEditor "ToonerGUI" }