Shader "yum_food/tooner" { Properties { _Color("Base color", Color) = (0.8, 0.8, 0.8, 1) _Metallic("Metallic", Range(0, 1)) = 0 _Roughness("Roughness", Range(0, 1)) = 1 _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 [NoScaleOffset] _MainTex("Base color", 2D) = "white" {} [NoScaleOffset] _NormalTex("Normal", 2D) = "bump" {} [NoScaleOffset] _MetallicTex("Metallic", 2D) = "white" {} [NoScaleOffset] _RoughnessTex("Roughness", 2D) = "black" {} _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(0,3)) = 0 _PBR_Overlay0_Sampler_Mode("Sampler mode", Range(0,1)) = 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(0,3)) = 0 _PBR_Overlay1_Sampler_Mode("Sampler mode", Range(0,1)) = 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(0,3)) = 0 _PBR_Overlay2_Sampler_Mode("Sampler mode", Range(0,1)) = 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(0,3)) = 0 _PBR_Overlay3_Sampler_Mode("Sampler mode", Range(0,1)) = 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(0,3)) = 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(0,3)) = 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(0,3)) = 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(0,3)) = 0 [NoScaleOffset] _EmissionTex("Emission map", 2D) = "black" {} _EmissionStrength("Emission strength", Range(0, 2)) = 0 _Global_Emission_Factor("Global emission factor", Float) = 1 [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 _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) = 0.0 _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 [MaterialToggle] _Outline_Stenciling("Enable outline stenciling", Float) = 1 _Glitter_Enabled("Glitter enabled", Float) = 0 _Glitter_Mask("Glitter mask", 2D) = "white" {} _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", float) = 1 _Glitter_Angle("Glitter angle", Range(0, 90)) = 90 _Glitter_Power("Glitter power", float) = 30 [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 [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 _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_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 _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_Str("Matcap normals", Range(0, 10)) = 1 _Matcap0Normal_UV_Select("Matcap normals", Range(0, 3)) = 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 _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_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 _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_Str("Matcap normals", Range(0, 10)) = 1 _Matcap1Normal_UV_Select("Matcap normals", Range(0, 3)) = 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 _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, 1)) = 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_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_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, 1)) = 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_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_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, 1)) = 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_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_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, 1)) = 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_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 _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 _HSV_Enabled("Enable HSV", Float) = 0.0 _HSV_Mask("Mask", 2D) = "white" {} _HSV_Mask_Invert("Mask invert", Float) = 0.0 _HSV_Hue_Shift("HSV hue shift", Range(0.0, 1.0)) = 0.0 _HSV_Sat_Shift("HSV saturation shift", Range(-1.0, 1.0)) = 0.0 _HSV_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("Clones distance cutoff", Float) = -1.0 _Clones_dx("Clones dx", Range(0, 1)) = 1.0 _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) _Enable_Tessellation("Enable tessellation", Float) = 0.0 _Tess_Factor("Tessellation factor", Range(1, 64)) = 1.0 _Tess_Dist_Cutoff("Tessellation distance cutoff", Float) = -1.0 _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_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" _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 _Enable_SSR("Enable SSR", Float) = 0 _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", Float) = 0 _Subsurface("_Subsurface", Float) = 0 _SpecularStrength("_SpecularStrength", Float) = 1 _FresnelStrength("_FresnelStrength", Float) = 1 _UseFresnel("_UseFresnel", Float) = 1 _ReflectionStrength("_ReflectionStrength", Float) = 1 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 } SubShader { Tags { "VRCFallback"="ToonCutout" } Pass { Tags { "RenderType"="Opaque" "Queue"="Geometry" "LightMode"="ForwardBase" } Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] ZTest LEqual Cull [_Cull] Stencil { Ref 1 Comp Always Pass Replace } CGPROGRAM #pragma target 5.0 #pragma multi_compile_fwdbase #pragma multi_compile_instancing #pragma multi_compile _ VERTEXLIGHT_ON #include "feature_macros.cginc" #pragma vertex vert //#pragma vertex hull_vertex //#pragma hull hull //#pragma domain domain #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] CGPROGRAM #pragma target 5.0 #pragma multi_compile_fwdadd_fullshadows #pragma multi_compile_instancing #include "feature_macros.cginc" #pragma vertex vert //#pragma vertex hull_vertex //#pragma hull hull //#pragma domain domain #pragma geometry geom #pragma fragment frag #include "tooner_lighting.cginc" ENDCG } Pass { Cull [_OutlinesCull] ZWrite [_ZWrite] ZTest LEqual Stencil { Ref [_Outline_Stenciling] Comp Greater } CGPROGRAM #pragma target 5.0 #pragma multi_compile_instancing #include "feature_macros.cginc" #pragma vertex vert //#pragma vertex hull_vertex //#pragma hull hull //#pragma domain domain #pragma geometry geom #pragma fragment frag #include "tooner_outline_pass.cginc" ENDCG } Pass { Tags { "LightMode" = "ShadowCaster" } 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" }