yum-archive/Tooner
A toon shader for Unity's BIRP.
git clone https://git.yummers.dev/yum-archive/Tooner
d45815e
master
1#ifndef __FEATURE_MACROS_INC 2#define __FEATURE_MACROS_INC 3 4//#define EXPERIMENT__CUSTOM_DEPTH 5 6#pragma shader_feature_local _ _BASECOLOR_MAP 7#pragma shader_feature_local _ _NORMAL_MAP 8#pragma shader_feature_local _ _METALLIC_MAP 9#pragma shader_feature_local _ _ROUGHNESS_MAP 10#pragma shader_feature_local _ _PBR_SAMPLER_LINEAR_REPEAT 11#pragma shader_feature_local _ _PBR_SAMPLER_LINEAR_CLAMP 12#pragma shader_feature_local _ _PBR_SAMPLER_POINT_REPEAT 13#pragma shader_feature_local _ _PBR_SAMPLER_POINT_CLAMP 14#pragma shader_feature_local _ _PBR_SAMPLER_BILINEAR_REPEAT 15#pragma shader_feature_local _ _PBR_SAMPLER_BILINEAR_CLAMP 16#pragma shader_feature_local _ _CUBEMAP 17#pragma shader_feature_local _ _EMISSION 18#pragma shader_feature_local _ _EMISSION0 19#pragma shader_feature_local _ _EMISSION1 20#pragma shader_feature_local _ _RENDERING_CUTOUT 21#pragma shader_feature_local _ _RENDERING_CUTOUT_STOCHASTIC 22#pragma shader_feature_local _ _RENDERING_CUTOUT_IGN 23#pragma shader_feature_local _ _RENDERING_CUTOUT_NOISE_MASK 24#pragma shader_feature_local _ _RENDERING_CUTOUT_SSFD 25#pragma shader_feature_local _ _RENDERING_FADE 26#pragma shader_feature_local _ _RENDERING_TRANSPARENT 27#pragma shader_feature_local _ _RENDERING_TRANSCLIPPING 28#pragma shader_feature_local _ _OUTLINES 29#pragma shader_feature_local _ _GLITTER 30#pragma shader_feature_local _ _EXPLODE 31#pragma shader_feature_local _ _SCROLL 32#pragma shader_feature_local _ _UVSCROLL 33#pragma shader_feature_local _ _MATCAP0 34#pragma shader_feature_local _ _MATCAP0_MASK 35#pragma shader_feature_local _ _MATCAP0_MASK2 36#pragma shader_feature_local _ _MATCAP0_NORMAL 37#pragma shader_feature_local _ _MATCAP1 38#pragma shader_feature_local _ _MATCAP1_MASK 39#pragma shader_feature_local _ _MATCAP1_MASK2 40#pragma shader_feature_local _ _MATCAP1_NORMAL 41#pragma shader_feature_local _ _RIM_LIGHTING0 42#pragma shader_feature_local _ _RIM_LIGHTING0_MASK 43#pragma shader_feature_local _ _RIM_LIGHTING0_MASK2 44#pragma shader_feature_local _ _RIM_LIGHTING0_GLITTER 45#pragma shader_feature_local _ _RIM_LIGHTING0_POLAR_MASK 46#pragma shader_feature_local _ _RIM_LIGHTING0_SAMPLER_LINEAR_REPEAT 47#pragma shader_feature_local _ _RIM_LIGHTING0_SAMPLER_LINEAR_CLAMP 48#pragma shader_feature_local _ _RIM_LIGHTING0_SAMPLER_POINT_REPEAT 49#pragma shader_feature_local _ _RIM_LIGHTING0_SAMPLER_POINT_CLAMP 50#pragma shader_feature_local _ _RIM_LIGHTING0_SAMPLER_BILINEAR_REPEAT 51#pragma shader_feature_local _ _RIM_LIGHTING0_SAMPLER_BILINEAR_CLAMP 52#pragma shader_feature_local _ _RIM_LIGHTING0_CUSTOM_VIEW_VECTOR 53#pragma shader_feature_local _ _RIM_LIGHTING0_REFLECT_IN_WORLD 54#pragma shader_feature_local _ _RIM_LIGHTING1 55#pragma shader_feature_local _ _RIM_LIGHTING1_MASK 56#pragma shader_feature_local _ _RIM_LIGHTING1_MASK2 57#pragma shader_feature_local _ _RIM_LIGHTING1_GLITTER 58#pragma shader_feature_local _ _RIM_LIGHTING1_POLAR_MASK 59#pragma shader_feature_local _ _RIM_LIGHTING1_SAMPLER_LINEAR_REPEAT 60#pragma shader_feature_local _ _RIM_LIGHTING1_SAMPLER_LINEAR_CLAMP 61#pragma shader_feature_local _ _RIM_LIGHTING1_SAMPLER_POINT_REPEAT 62#pragma shader_feature_local _ _RIM_LIGHTING1_SAMPLER_POINT_CLAMP 63#pragma shader_feature_local _ _RIM_LIGHTING1_SAMPLER_BILINEAR_REPEAT 64#pragma shader_feature_local _ _RIM_LIGHTING1_SAMPLER_BILINEAR_CLAMP 65#pragma shader_feature_local _ _RIM_LIGHTING1_CUSTOM_VIEW_VECTOR 66#pragma shader_feature_local _ _RIM_LIGHTING1_REFLECT_IN_WORLD 67#pragma shader_feature_local _ _RIM_LIGHTING2 68#pragma shader_feature_local _ _RIM_LIGHTING2_MASK 69#pragma shader_feature_local _ _RIM_LIGHTING2_MASK2 70#pragma shader_feature_local _ _RIM_LIGHTING2_GLITTER 71#pragma shader_feature_local _ _RIM_LIGHTING2_POLAR_MASK 72#pragma shader_feature_local _ _RIM_LIGHTING2_SAMPLER_LINEAR_REPEAT 73#pragma shader_feature_local _ _RIM_LIGHTING2_SAMPLER_LINEAR_CLAMP 74#pragma shader_feature_local _ _RIM_LIGHTING2_SAMPLER_POINT_REPEAT 75#pragma shader_feature_local _ _RIM_LIGHTING2_SAMPLER_POINT_CLAMP 76#pragma shader_feature_local _ _RIM_LIGHTING2_SAMPLER_BILINEAR_REPEAT 77#pragma shader_feature_local _ _RIM_LIGHTING2_SAMPLER_BILINEAR_CLAMP 78#pragma shader_feature_local _ _RIM_LIGHTING2_CUSTOM_VIEW_VECTOR 79#pragma shader_feature_local _ _RIM_LIGHTING2_REFLECT_IN_WORLD 80#pragma shader_feature_local _ _RIM_LIGHTING3 81#pragma shader_feature_local _ _RIM_LIGHTING3_MASK 82#pragma shader_feature_local _ _RIM_LIGHTING3_MASK2 83#pragma shader_feature_local _ _RIM_LIGHTING3_GLITTER 84#pragma shader_feature_local _ _RIM_LIGHTING3_POLAR_MASK 85#pragma shader_feature_local _ _RIM_LIGHTING3_SAMPLER_LINEAR_REPEAT 86#pragma shader_feature_local _ _RIM_LIGHTING3_SAMPLER_LINEAR_CLAMP 87#pragma shader_feature_local _ _RIM_LIGHTING3_SAMPLER_POINT_REPEAT 88#pragma shader_feature_local _ _RIM_LIGHTING3_SAMPLER_POINT_CLAMP 89#pragma shader_feature_local _ _RIM_LIGHTING3_SAMPLER_BILINEAR_REPEAT 90#pragma shader_feature_local _ _RIM_LIGHTING3_SAMPLER_BILINEAR_CLAMP 91#pragma shader_feature_local _ _RIM_LIGHTING3_CUSTOM_VIEW_VECTOR 92#pragma shader_feature_local _ _RIM_LIGHTING3_REFLECT_IN_WORLD 93#pragma shader_feature_local _ _OKLAB 94#pragma shader_feature_local _ _HSV0 95#pragma shader_feature_local _ _HSV1 96#pragma shader_feature_local _ _HSV2 97#pragma shader_feature_local _ _CLONES 98#pragma shader_feature_local _ _PBR_OVERLAY0 99#pragma shader_feature_local _ _PBR_OVERLAY0_BASECOLOR_MAP 100#pragma shader_feature_local _ _PBR_OVERLAY0_EMISSION_MAP 101#pragma shader_feature_local _ _PBR_OVERLAY0_NORMAL_MAP 102#pragma shader_feature_local _ _PBR_OVERLAY0_ROUGHNESS 103#pragma shader_feature_local _ _PBR_OVERLAY0_ROUGHNESS_MAP 104#pragma shader_feature_local _ _PBR_OVERLAY0_METALLIC 105#pragma shader_feature_local _ _PBR_OVERLAY0_METALLIC_MAP 106#pragma shader_feature_local _ _PBR_OVERLAY0_MASK 107#pragma shader_feature_local _ _PBR_OVERLAY0_MIX_ALPHA_BLEND 108#pragma shader_feature_local _ _PBR_OVERLAY0_MIX_ADD 109#pragma shader_feature_local _ _PBR_OVERLAY0_MIX_MIN 110#pragma shader_feature_local _ _PBR_OVERLAY0_MIX_MAX 111#pragma shader_feature_local _ _PBR_OVERLAY0_MIX_MULTIPLY 112#pragma shader_feature_local _ _PBR_OVERLAY0_SAMPLER_LINEAR_REPEAT 113#pragma shader_feature_local _ _PBR_OVERLAY0_SAMPLER_LINEAR_CLAMP 114#pragma shader_feature_local _ _PBR_OVERLAY0_SAMPLER_POINT_REPEAT 115#pragma shader_feature_local _ _PBR_OVERLAY0_SAMPLER_POINT_CLAMP 116#pragma shader_feature_local _ _PBR_OVERLAY0_SAMPLER_BILINEAR_REPEAT 117#pragma shader_feature_local _ _PBR_OVERLAY0_SAMPLER_BILINEAR_CLAMP 118#pragma shader_feature_local _ _PBR_OVERLAY1 119#pragma shader_feature_local _ _PBR_OVERLAY1_BASECOLOR_MAP 120#pragma shader_feature_local _ _PBR_OVERLAY1_EMISSION_MAP 121#pragma shader_feature_local _ _PBR_OVERLAY1_NORMAL_MAP 122#pragma shader_feature_local _ _PBR_OVERLAY1_ROUGHNESS 123#pragma shader_feature_local _ _PBR_OVERLAY1_ROUGHNESS_MAP 124#pragma shader_feature_local _ _PBR_OVERLAY1_METALLIC 125#pragma shader_feature_local _ _PBR_OVERLAY1_METALLIC_MAP 126#pragma shader_feature_local _ _PBR_OVERLAY1_MASK 127#pragma shader_feature_local _ _PBR_OVERLAY1_MIX_ALPHA_BLEND 128#pragma shader_feature_local _ _PBR_OVERLAY1_MIX_ADD 129#pragma shader_feature_local _ _PBR_OVERLAY1_MIX_MIN 130#pragma shader_feature_local _ _PBR_OVERLAY1_MIX_MAX 131#pragma shader_feature_local _ _PBR_OVERLAY1_MIX_MULTIPLY 132#pragma shader_feature_local _ _PBR_OVERLAY1_SAMPLER_LINEAR_REPEAT 133#pragma shader_feature_local _ _PBR_OVERLAY1_SAMPLER_LINEAR_CLAMP 134#pragma shader_feature_local _ _PBR_OVERLAY1_SAMPLER_POINT_REPEAT 135#pragma shader_feature_local _ _PBR_OVERLAY1_SAMPLER_POINT_CLAMP 136#pragma shader_feature_local _ _PBR_OVERLAY1_SAMPLER_BILINEAR_REPEAT 137#pragma shader_feature_local _ _PBR_OVERLAY1_SAMPLER_BILINEAR_CLAMP 138#pragma shader_feature_local _ _PBR_OVERLAY2 139#pragma shader_feature_local _ _PBR_OVERLAY2_BASECOLOR_MAP 140#pragma shader_feature_local _ _PBR_OVERLAY2_EMISSION_MAP 141#pragma shader_feature_local _ _PBR_OVERLAY2_NORMAL_MAP 142#pragma shader_feature_local _ _PBR_OVERLAY2_ROUGHNESS 143#pragma shader_feature_local _ _PBR_OVERLAY2_ROUGHNESS_MAP 144#pragma shader_feature_local _ _PBR_OVERLAY2_METALLIC 145#pragma shader_feature_local _ _PBR_OVERLAY2_METALLIC_MAP 146#pragma shader_feature_local _ _PBR_OVERLAY2_MASK 147#pragma shader_feature_local _ _PBR_OVERLAY2_MIX_ALPHA_BLEND 148#pragma shader_feature_local _ _PBR_OVERLAY2_MIX_ADD 149#pragma shader_feature_local _ _PBR_OVERLAY2_MIX_MIN 150#pragma shader_feature_local _ _PBR_OVERLAY2_MIX_MAX 151#pragma shader_feature_local _ _PBR_OVERLAY2_MIX_MULTIPLY 152#pragma shader_feature_local _ _PBR_OVERLAY2_SAMPLER_LINEAR_REPEAT 153#pragma shader_feature_local _ _PBR_OVERLAY2_SAMPLER_LINEAR_CLAMP 154#pragma shader_feature_local _ _PBR_OVERLAY2_SAMPLER_POINT_REPEAT 155#pragma shader_feature_local _ _PBR_OVERLAY2_SAMPLER_POINT_CLAMP 156#pragma shader_feature_local _ _PBR_OVERLAY2_SAMPLER_BILINEAR_REPEAT 157#pragma shader_feature_local _ _PBR_OVERLAY2_SAMPLER_BILINEAR_CLAMP 158#pragma shader_feature_local _ _PBR_OVERLAY3 159#pragma shader_feature_local _ _PBR_OVERLAY3_BASECOLOR_MAP 160#pragma shader_feature_local _ _PBR_OVERLAY3_EMISSION_MAP 161#pragma shader_feature_local _ _PBR_OVERLAY3_NORMAL_MAP 162#pragma shader_feature_local _ _PBR_OVERLAY3_ROUGHNESS 163#pragma shader_feature_local _ _PBR_OVERLAY3_ROUGHNESS_MAP 164#pragma shader_feature_local _ _PBR_OVERLAY3_METALLIC 165#pragma shader_feature_local _ _PBR_OVERLAY3_METALLIC_MAP 166#pragma shader_feature_local _ _PBR_OVERLAY3_MASK 167#pragma shader_feature_local _ _PBR_OVERLAY3_MIX_ALPHA_BLEND 168#pragma shader_feature_local _ _PBR_OVERLAY3_MIX_ADD 169#pragma shader_feature_local _ _PBR_OVERLAY3_MIX_MIN 170#pragma shader_feature_local _ _PBR_OVERLAY3_MIX_MAX 171#pragma shader_feature_local _ _PBR_OVERLAY3_MIX_MULTIPLY 172#pragma shader_feature_local _ _PBR_OVERLAY3_SAMPLER_LINEAR_REPEAT 173#pragma shader_feature_local _ _PBR_OVERLAY3_SAMPLER_LINEAR_CLAMP 174#pragma shader_feature_local _ _PBR_OVERLAY3_SAMPLER_POINT_REPEAT 175#pragma shader_feature_local _ _PBR_OVERLAY3_SAMPLER_POINT_CLAMP 176#pragma shader_feature_local _ _PBR_OVERLAY3_SAMPLER_BILINEAR_REPEAT 177#pragma shader_feature_local _ _PBR_OVERLAY3_SAMPLER_BILINEAR_CLAMP 178#pragma shader_feature_local _ _DECAL0 179#pragma shader_feature_local _ _DECAL0_ROUGHNESS 180#pragma shader_feature_local _ _DECAL0_METALLIC 181#pragma shader_feature_local _ _DECAL0_MASK 182#pragma shader_feature_local _ _DECAL0_DOMAIN_WARPING 183#pragma shader_feature_local _ _DECAL1 184#pragma shader_feature_local _ _DECAL1_ROUGHNESS 185#pragma shader_feature_local _ _DECAL1_METALLIC 186#pragma shader_feature_local _ _DECAL1_MASK 187#pragma shader_feature_local _ _DECAL1_DOMAIN_WARPING 188#pragma shader_feature_local _ _DECAL2 189#pragma shader_feature_local _ _DECAL2_ROUGHNESS 190#pragma shader_feature_local _ _DECAL2_METALLIC 191#pragma shader_feature_local _ _DECAL2_MASK 192#pragma shader_feature_local _ _DECAL2_DOMAIN_WARPING 193#pragma shader_feature_local _ _DECAL3 194#pragma shader_feature_local _ _DECAL3_ROUGHNESS 195#pragma shader_feature_local _ _DECAL3_METALLIC 196#pragma shader_feature_local _ _DECAL3_MASK 197#pragma shader_feature_local _ _DECAL3_DOMAIN_WARPING 198#pragma shader_feature_local _ _DECAL4 199#pragma shader_feature_local _ _DECAL4_ROUGHNESS 200#pragma shader_feature_local _ _DECAL4_METALLIC 201#pragma shader_feature_local _ _DECAL4_MASK 202#pragma shader_feature_local _ _DECAL4_DOMAIN_WARPING 203#pragma shader_feature_local _ _DECAL5 204#pragma shader_feature_local _ _DECAL5_ROUGHNESS 205#pragma shader_feature_local _ _DECAL5_METALLIC 206#pragma shader_feature_local _ _DECAL5_MASK 207#pragma shader_feature_local _ _DECAL5_DOMAIN_WARPING 208#pragma shader_feature_local _ _DECAL6 209#pragma shader_feature_local _ _DECAL6_ROUGHNESS 210#pragma shader_feature_local _ _DECAL6_METALLIC 211#pragma shader_feature_local _ _DECAL6_MASK 212#pragma shader_feature_local _ _DECAL6_DOMAIN_WARPING 213#pragma shader_feature_local _ _DECAL7 214#pragma shader_feature_local _ _DECAL7_ROUGHNESS 215#pragma shader_feature_local _ _DECAL7_METALLIC 216#pragma shader_feature_local _ _DECAL7_MASK 217#pragma shader_feature_local _ _DECAL7_DOMAIN_WARPING 218#pragma shader_feature_local _ _DECAL8 219#pragma shader_feature_local _ _DECAL8_ROUGHNESS 220#pragma shader_feature_local _ _DECAL8_METALLIC 221#pragma shader_feature_local _ _DECAL8_MASK 222#pragma shader_feature_local _ _DECAL8_DOMAIN_WARPING 223#pragma shader_feature_local _ _DECAL9 224#pragma shader_feature_local _ _DECAL9_ROUGHNESS 225#pragma shader_feature_local _ _DECAL9_METALLIC 226#pragma shader_feature_local _ _DECAL9_MASK 227#pragma shader_feature_local _ _DECAL9_DOMAIN_WARPING 228#pragma shader_feature_local _ _FRAME_COUNTER 229#pragma shader_feature_local _ _LTCGI 230#pragma shader_feature_local _ _FORCE_WORLD_LIGHTING 231#pragma shader_feature_local _ _TESSELLATION 232#pragma shader_feature_local _ _MATCAP0_DISTORTION0 233#pragma shader_feature_local _ _MATCAP1_DISTORTION0 234#pragma shader_feature_local _ _AMBIENT_OCCLUSION 235#pragma shader_feature_local _ _GIMMICK_FLAT_COLOR 236#pragma shader_feature_local _ _GIMMICK_UV_DOMAIN_WARPING 237#pragma shader_feature_local _ _GIMMICK_QUANTIZE_LOCATION 238#pragma shader_feature_local _ _GIMMICK_QUANTIZE_LOCATION_AUDIOLINK 239#pragma shader_feature_local _ _GIMMICK_SHEAR_LOCATION 240#pragma shader_feature_local _ _GIMMICK_SPHERIZE_LOCATION 241#pragma shader_feature_local _ _GIMMICK_EYES_00 242#pragma shader_feature_local _ _GIMMICK_EYES_01 243#pragma shader_feature_local _ _GIMMICK_EYES_02 244#pragma shader_feature_local _ _GIMMICK_DS2 245#pragma shader_feature_local _ _GIMMICK_HALO_00 246#pragma shader_feature_local _ _GIMMICK_EPILEPSY_MODE 247#pragma shader_feature_local _ _PIXELLATE 248#pragma shader_feature_local _ _TROCHOID 249#pragma shader_feature_local _ _FACE_ME_WORLD_Y 250#pragma shader_feature_local _ _RORSCHACH 251#pragma shader_feature_local _ _RORSCHACH_MASK 252#pragma shader_feature_local _ _MIRROR_UV_FLIP 253#pragma shader_feature_local _ _CLEARCOAT 254#pragma shader_feature_local _ _CLEARCOAT_MASK 255#pragma shader_feature_local _ _CLEARCOAT_MASK2 256#pragma shader_feature_local _ _PROXIMITY_DIMMING 257#pragma shader_feature_local _ _DISCARD 258#pragma shader_feature_local _ _BRIGHTNESS_CLAMP 259#pragma shader_feature_local _ _WORLD_INTERPOLATORS 260#pragma shader_feature_local _ _GIMMICK_LETTER_GRID 261#pragma shader_feature_local _ _GIMMICK_LETTER_GRID_COLOR_WAVE 262#pragma shader_feature_local _ _GIMMICK_LETTER_GRID_RIM_LIGHTING 263#pragma shader_feature_local _ _GIMMICK_LETTER_GRID_2 264#pragma shader_feature_local _ _GIMMICK_LETTER_GRID_2_MASK 265#pragma shader_feature_local _ _REFLECTION_STRENGTH_TEX 266#pragma shader_feature_local _ _GIMMICK_AL_CHROMA_00 267#pragma shader_feature_local _ _GIMMICK_AL_CHROMA_00_HUE_SHIFT 268#pragma shader_feature_local _ SSR_ENABLED 269#pragma shader_feature_local _ SSR_MASK 270#pragma shader_feature_local _ _GIMMICK_FOG_00 271#pragma shader_feature_local _ _GIMMICK_FOG_00_BOUNDARY_CYLINDER 272#pragma shader_feature_local _ _GIMMICK_FOG_00_BOUNDARY_SPHERE 273#pragma shader_feature_local _ _GIMMICK_FOG_00_BOUNDARY_PLANE 274#pragma shader_feature_local _ _GIMMICK_FOG_00_NOISE_2D 275#pragma shader_feature_local _ _GIMMICK_FOG_00_EMITTER_TEXTURE 276#pragma shader_feature_local _ _GIMMICK_FOG_00_EMITTER_VARIABLE_DENSITY 277#pragma shader_feature_local _ _GIMMICK_FOG_00_EMITTER_1 278#pragma shader_feature_local _ _GIMMICK_FOG_00_EMITTER_2 279#pragma shader_feature_local _ _GIMMICK_FOG_00_RAY_MARCH_0 280#pragma shader_feature_local _ _GIMMICK_FOG_01 281#pragma shader_feature_local _ _UNITY_FOG 282#pragma shader_feature_local _ _GIMMICK_AURORA 283#pragma shader_feature_local _ _GIMMICK_GERSTNER_WATER 284#pragma shader_feature_local _ _GIMMICK_GERSTNER_WATER_OCTAVE_1 285#pragma shader_feature_local _ _GIMMICK_GERSTNER_WATER_COLOR_RAMP 286#pragma shader_feature_local _ _GIMMICK_BOX_DISCARD 287#pragma shader_feature_local _ _OPTIMIZE_INTERPOLATORS 288#pragma shader_feature_local _ _ACES_FILMIC 289#pragma shader_feature_local _ _GIMMICK_ZWRITE_ABOMINATION 290#pragma shader_feature_local _ _GIMMICK_LENS_00 291#pragma shader_feature_local _ _GIMMICK_LENS_00_FRAME_COUNTER 292#pragma shader_feature_local _ _GIMMICK_LENS_00_GRABPASS 293#pragma shader_feature_local _ _GIMMICK_LENS_00_BAYER 294#pragma shader_feature_local _ _GIMMICK_LENS_00_INTERLEAVED_GRADIENT_NOISE 295#pragma shader_feature_local _ _GIMMICK_LENS_00_SSFD 296#pragma shader_feature_local _ _SURFACE_STABLE_FRACTAL_DITHERING 297 298 299#endif // __FEATURE_MACROS_INC 300