1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
|
#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;
#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
#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_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;
#if defined(_RENDERING_CUTOUT_IGN)
float _Rendering_Cutout_Ign_Seed;
float _Rendering_Cutout_Ign_Speed;
#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;
#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_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_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_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_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;
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_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;
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;
#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;
#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_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;
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_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_FOG_00_RAY_MARCH_0)
float _Gimmick_Fog_00_Ray_March_0_Seed;
#endif
#if defined(_RENDERING_CUTOUT_NOISE_MASK)
texture2D _Rendering_Cutout_Noise_Mask;
float4 _Rendering_Cutout_Noise_Mask_TexelSize;
#endif
#endif
|