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
|
Shader "yum_food/tooner"
{
Properties
{
_BaseColor("Base color", Color) = (0.8, 0.8, 0.8, 1)
_Metallic("Metallic", Range(0, 1)) = 0
_Roughness("Roughness", Range(0, 1)) = 1
[NoScaleOffset] _BaseColorTex("Base color", 2D) = "white" {}
[NoScaleOffset] _NormalTex("Normal", 2D) = "bump" {}
[NoScaleOffset] _MetallicTex("Metallic", 2D) = "white" {}
[NoScaleOffset] _RoughnessTex("Roughness", 2D) = "black" {}
_PBR_Overlay_Enable("Enable PBR overlay", Float) = 0.0
_PBR_Overlay_BaseColor("Base color", Color) = (0.8, 0.8, 0.8, 1)
_PBR_Overlay_Metallic("Metallic", Range(0, 1)) = 0
_PBR_Overlay_Roughness("Roughness", Range(0, 1)) = 1
[NoScaleOffset] _PBR_Overlay_BaseColorTex("Base color", 2D) = "white" {}
[NoScaleOffset] _PBR_Overlay_NormalTex("Normal", 2D) = "bump" {}
[NoScaleOffset] _PBR_Overlay_MetallicTex("Metallic", 2D) = "white" {}
[NoScaleOffset] _PBR_Overlay_RoughnessTex("Roughness", 2D) = "black" {}
[NoScaleOffset] _PBR_Overlay_Tex_NormalStr("Normal texture strength", Range(0, 10)) = 1
[NoScaleOffset] _EmissionTex("Emission map", 2D) = "black" {}
_EmissionStrength("Emission strength", Range(0, 2)) = 0
[NoScaleOffset] _Tex_NormalStr("Normal texture strength", Range(0, 10)) = 1
_Cubemap("Cubemap", Cube) = "" {}
_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
_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
_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
[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
_Matcap0Mode("Matcap mode", Float) = 0
_Matcap0Str("Matcap strength", Float) = 1
_Matcap1("Matcap", 2D) = "black" {}
_Matcap1_Mask("Matcap mask", 2D) = "white" {}
_Matcap1_Mask_Invert("Invert mask", Float) = 0.0
_Matcap1Mode("Matcap mode", Float) = 0
_Matcap1Str("Matcap strength", Float) = 1
_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_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 power", Float) = 1.0
_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_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 power", Float) = 1.0
_OKLAB_Enabled("Enable OKLAB", Float) = 0.0
_OKLAB_Mask("Mask", 2D) = "white" {}
_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
_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
}
SubShader
{
Pass {
Tags {
"RenderType"="Opaque"
"Queue"="Geometry"
"LightMode" = "ForwardBase"
"VRCFallback"="Hidden"
}
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
ZTest LEqual
Cull [_Cull]
Stencil {
Ref 1
Comp Always
Pass Replace
}
CGPROGRAM
#pragma target 5.0
#pragma multi_compile _ LIGHTMAP_ON VERTEXLIGHT_ON
#pragma shader_feature_local _ _BASECOLOR_MAP
#pragma shader_feature_local _ _NORMAL_MAP
#pragma shader_feature_local _ _METALLIC_MAP
#pragma shader_feature_local _ _ROUGHNESS_MAP
#pragma shader_feature_local _ _CUBEMAP
#pragma shader_feature_local _ _EMISSION
//#pragma shader_feature_local _ _SHADING_MODE_FLAT
#pragma shader_feature_local _ _RENDERING_CUTOUT
#pragma shader_feature_local _ _RENDERING_FADE
#pragma shader_feature_local _ _OUTLINES
#pragma shader_feature_local _ _GLITTER
#pragma shader_feature_local _ _EXPLODE
#pragma shader_feature_local _ _SCROLL
#pragma shader_feature_local _ _UVSCROLL
#pragma shader_feature_local _ _MATCAP0
#pragma shader_feature_local _ _MATCAP0_MASK
#pragma shader_feature_local _ _MATCAP1
#pragma shader_feature_local _ _MATCAP1_MASK
#pragma shader_feature_local _ _RIM_LIGHTING0
#pragma shader_feature_local _ _RIM_LIGHTING0_MASK
#pragma shader_feature_local _ _RIM_LIGHTING1
#pragma shader_feature_local _ _RIM_LIGHTING1_MASK
#pragma shader_feature_local _ _OKLAB
#pragma shader_feature_local _ _CLONES
#pragma shader_feature_local _ _PBR_OVERLAY
#pragma shader_feature_local _ _PBR_OVERLAY_BASECOLOR_MAP
#pragma shader_feature_local _ _PBR_OVERLAY_NORMAL_MAP
#pragma shader_feature_local _ _PBR_OVERLAY_ROUGHNESS_MAP
#pragma shader_feature_local _ _PBR_OVERLAY_METALLIC_MAP
#pragma shader_feature_local _ _LTCGI
#pragma shader_feature_local _ _TESSELLATION
#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"
"VRCFallback"="Hidden"
}
Blend [_SrcBlend] One
ZWrite Off
Cull [_Cull]
CGPROGRAM
#pragma target 5.0
#pragma multi_compile_fwdadd
#pragma multi_compile DIRECTIONAL DIRECTIONAL_COOKIE POINT SPOT
#pragma shader_feature_local _BASECOLOR_MAP
#pragma shader_feature_local _NORMAL_MAP
#pragma shader_feature_local _METALLIC_MAP
#pragma shader_feature_local _ROUGHNESS_MAP
#pragma shader_feature_local _CUBEMAP
#pragma shader_feature_local _ _EMISSION
//#pragma shader_feature_local _SHADING_MODE_FLAT
#pragma shader_feature_local _RENDERING_CUTOUT
#pragma shader_feature_local _RENDERING_FADE
#pragma shader_feature_local _OUTLINES
#pragma shader_feature_local _GLITTER
#pragma shader_feature_local _EXPLODE
#pragma shader_feature_local _SCROLL
#pragma shader_feature_local _UVSCROLL
#pragma shader_feature_local _MATCAP0
#pragma shader_feature_local _ _MATCAP0_MASK
#pragma shader_feature_local _MATCAP1
#pragma shader_feature_local _ _MATCAP1_MASK
#pragma shader_feature_local _ _RIM_LIGHTING0
#pragma shader_feature_local _ _RIM_LIGHTING0_MASK
#pragma shader_feature_local _ _RIM_LIGHTING1
#pragma shader_feature_local _ _RIM_LIGHTING1_MASK
#pragma shader_feature_local _ _OKLAB
#pragma shader_feature_local _ _CLONES
#pragma shader_feature_local _ _PBR_OVERLAY
#pragma shader_feature_local _ _PBR_OVERLAY_BASECOLOR_MAP
#pragma shader_feature_local _ _PBR_OVERLAY_NORMAL_MAP
#pragma shader_feature_local _ _PBR_OVERLAY_ROUGHNESS_MAP
#pragma shader_feature_local _ _PBR_OVERLAY_METALLIC_MAP
#pragma shader_feature_local _ _LTCGI
#pragma shader_feature_local _ _TESSELLATION
#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
CGPROGRAM
#pragma target 5.0
#pragma shader_feature_local _BASECOLOR_MAP
#pragma shader_feature_local _RENDERING_CUTOUT
#pragma shader_feature_local _OUTLINES
#pragma shader_feature_local _EXPLODE
#pragma shader_feature_local _ _SCROLL
#pragma shader_feature_local _ _UVSCROLL
#pragma shader_feature_local _MATCAP0
#pragma shader_feature_local _ _MATCAP0_MASK
#pragma shader_feature_local _MATCAP1
#pragma shader_feature_local _ _MATCAP1_MASK
#pragma shader_feature_local _ _RIM_LIGHTING0
#pragma shader_feature_local _ _RIM_LIGHTING0_MASK
#pragma shader_feature_local _ _RIM_LIGHTING1
#pragma shader_feature_local _ _RIM_LIGHTING1_MASK
#pragma shader_feature_local _ _OKLAB
#pragma shader_feature_local _ _CLONES
#pragma shader_feature_local _ _PBR_OVERLAY
#pragma shader_feature_local _ _PBR_OVERLAY_BASECOLOR_MAP
#pragma shader_feature_local _ _PBR_OVERLAY_NORMAL_MAP
#pragma shader_feature_local _ _PBR_OVERLAY_ROUGHNESS_MAP
#pragma shader_feature_local _ _PBR_OVERLAY_METALLIC_MAP
#pragma shader_feature_local _ _LTCGI
#pragma shader_feature_local _ _TESSELLATION
#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"
"VRCFallback"="Hidden"
}
CGPROGRAM
#include "mochie_shadow_caster.cginc"
ENDCG
}
}
Fallback "Transparent"
CustomEditor "ToonerGUI"
}
|