yum/3ner
A toon shader for Unity's BIRP.
git clone https://git.yummers.dev/yum/3ner
70f2b5f
master
1#ifndef __FEATURES_INC 2#define __FEATURES_INC 3 4//ifex _Custom_Cubemap_Enable_Static==0 5#if defined(FORWARD_BASE_PASS) || defined(OUTLINES_PASS) 6#pragma shader_feature_local _CUSTOM_CUBEMAP 7#endif 8//endex 9 10//ifex _Emissions_Enabled==0 11#pragma shader_feature_local _EMISSIONS 12//endex 13 14//ifex _Gradient_Normals_Enabled==0 15#pragma shader_feature_local _GRADIENT_NORMALS 16//endex 17 18//ifex _Marble_Enabled==0 19#pragma shader_feature_local _MARBLE 20#pragma shader_feature_local _MARBLE_TIME 21//endex 22 23//ifex _Kintsugi_Enabled==0 24#pragma shader_feature_local _KINTSUGI 25#pragma shader_feature_local _KINTSUGI_NOISE_INVERT 26#pragma shader_feature_local _KINTSUGI_DOMAIN_WARPING 27//endex 28 29//ifex _Tessellation_Enabled==0 30#pragma shader_feature_local _TESSELLATION 31#pragma shader_feature_local _TESSELLATION_HEIGHTMAP_WORLD_SPACE 32#pragma shader_feature_local _TESSELLATION_HEIGHTMAP_DIRECTION_CONTROL 33//endex 34 35//ifex _Ambient_Occlusion_Enabled==0 36#pragma shader_feature_local _AMBIENT_OCCLUSION 37//endex 38 39//ifex _Brightness_Clamp_Enabled==0 40#pragma shader_feature_local _BRIGHTNESS_CLAMP 41//endex 42 43//ifex _Brightness_Multiplier_Enabled==0 44#pragma shader_feature_local _BRIGHTNESS_MULTIPLIER 45//endex 46 47//ifex _Wrapped_Lighting_Enabled==0 48#pragma shader_feature_local _WRAPPED_LIGHTING 49//endex 50 51//ifex _Outlines_Enabled==0 52#pragma shader_feature_local _OUTLINES 53//endex 54 55//ifex _Shadows_Enabled==0 56#pragma shader_feature_local _SHADOWS 57#pragma shader_feature_local _SHADOW_1 58//endex 59 60//ifex _Bent_Normals_Enabled==0 61#pragma shader_feature_local _BENT_NORMALS 62//endex 63 64//ifex _Clearcoat_Enabled==0 65#pragma shader_feature_local _CLEARCOAT 66//endex 67 68//ifex _Clearcoat_Normals_Enabled==0 69#pragma shader_feature_local _CLEARCOAT_NORMALS 70//endex 71 72//ifex _Clearcoat_Mask_Enabled==0 73#pragma shader_feature_local _CLEARCOAT_MASK 74//endex 75 76//ifex _Details_Enabled==0 77#pragma shader_feature_local _DETAILS 78//endex 79 80//ifex _Glitter_Enabled==0 81#pragma shader_feature_local _GLITTER 82#pragma shader_feature_local _GLITTER_MASK 83#pragma shader_feature_local _GLITTER_BASE_ROUGHNESS_OVERRIDE 84#pragma shader_feature_local _GLITTER_NORMAL_OVERRIDE 85 86//endex 87 88//ifex _Vertex_Deformation_Enabled==0 89#pragma shader_feature_local _VERTEX_DEFORMATION 90#pragma shader_feature_local _VERTEX_DEFORMATION_FRAGMENT_NORMALS 91#pragma shader_feature_local _VERTEX_DEFORMATION_TESSELLATION 92//endex 93 94#pragma shader_feature_local _DEBUG_VIEW_UNLIT 95#pragma shader_feature_local _DEBUG_VIEW_TANGENT_SPACE_NORMALS 96#pragma shader_feature_local _DEBUG_VIEW_WORLD_SPACE_NORMALS 97#pragma shader_feature_local _DEBUG_VIEW_OBJECT_SPACE_NORMALS 98#pragma shader_feature_local _DEBUG_VIEW_TANGENT_VECTORS 99#pragma shader_feature_local _DEBUG_VIEW_METALLIC_GLOSS 100#pragma shader_feature_local _DEBUG_VIEW_HEIGHT 101#pragma shader_feature_local _DEBUG_VIEW_DEPTH 102#pragma shader_feature_local _DEBUG_VIEW_DIRECT_NOH 103#pragma shader_feature_local _DEBUG_VIEW_DIRECT_LOH 104#pragma shader_feature_local _DEBUG_VIEW_DIRECT_NOL 105#pragma shader_feature_local _DEBUG_VIEW_DIRECT_LOV 106#pragma shader_feature_local _DEBUG_VIEW_DIRECT_COLOR 107#pragma shader_feature_local _DEBUG_VIEW_NOV 108#pragma shader_feature_local _DEBUG_VIEW_AO 109#pragma shader_feature_local _DEBUG_VIEW_INDIRECT_DIFFUSE 110#pragma shader_feature_local _DEBUG_VIEW_INDIRECT_SPECULAR 111#pragma shader_feature_local _DEBUG_VIEW_BRDF_D 112#pragma shader_feature_local _DEBUG_VIEW_BRDF_F 113#pragma shader_feature_local _DEBUG_VIEW_BRDF_G 114#pragma shader_feature_local _DEBUG_VIEW_BRDF_DFG 115#pragma shader_feature_local _DEBUG_VIEW_BRDF_D_CC 116#pragma shader_feature_local _DEBUG_VIEW_BRDF_F_CC 117#pragma shader_feature_local _DEBUG_VIEW_BRDF_G_CC 118#pragma shader_feature_local _DEBUG_VIEW_BRDF_DFG_CC 119 120//ifex _Instance_Distance_Culling_Enabled==0 121#pragma shader_feature_local _INSTANCE_DISTANCE_CULLING 122//endex 123 124//ifex _Instance_Texture_Offset_Enabled==0 125#pragma shader_feature_local _INSTANCE_TEXTURE_OFFSET 126//endex 127 128//ifex _Parallax_Heightmap_Enabled==0 129#pragma shader_feature_local _PARALLAX_HEIGHTMAP 130#pragma shader_feature_local _PARALLAX_HEIGHTMAP_TEXTURE 131#pragma shader_feature_local _PARALLAX_HEIGHTMAP_RAY_MARCHING 132//endex 133 134//ifex _UV_Scroll_Enabled==0 135#pragma shader_feature_local _UV_SCROLL 136//endex 137 138//ifex _Center_Offset_Enabled==0 139#pragma shader_feature_local _CENTER_OFFSET 140//endex 141 142//ifex _Shadow_Caster_Enabled==0 143#pragma shader_feature_local _SHADOW_CASTER 144//endex 145 146//ifex _Logical_Time_Enabled==0 147#pragma shader_feature_local _LOGICAL_TIME 148//endex 149 150//ifex _Aperiodic_Tiling_Enabled==0 151#pragma shader_feature_local _APERIODIC_TILING 152//endex 153 154//ifex _Aperiodic_Tiling_Normals_Enabled==0 155#pragma shader_feature_local _APERIODIC_TILING_NORMALS 156//endex 157 158//ifex _Zebra_Enabled==0 159#pragma shader_feature_local _ZEBRA 160//endex 161 162//ifex _Custom31_World_Enabled==0 163#pragma shader_feature_local _CUSTOM31_WORLD 164#pragma shader_feature_local _CUSTOM31_WORLD_HEXAGONS 165//endex 166 167//ifex _Ray_Marching_Enabled==0 168#pragma shader_feature_local _RAY_MARCHING 169//endex 170 171//ifex _Ray_Marching_Overstepping_Enabled==0 172#pragma shader_feature_local _RAY_MARCHING_OVERSTEP 173//endex 174 175//ifex _Ray_Marching_Correct_Repetition_Enabled==0 176#pragma shader_feature_local _RAY_MARCHING_CORRECT_REPETITION 177//endex 178 179//ifex _Ray_Marching_Baked_Origins_Enabled==0 180#pragma shader_feature_local _RAY_MARCHING_BAKED_ORIGINS 181//endex 182 183//ifex _Ray_Marching_Cart_Instancing_Enabled==0 184#pragma shader_feature_local _RAY_MARCHING_CART_INSTANCING 185//endex 186 187//ifex _Ray_Marching_Cart_Instancing_Offsets_Enabled==0 188#pragma shader_feature_local _RAY_MARCHING_CART_INSTANCING_OFFSETS 189//endex 190 191//ifex _Ray_Marching_Cart_Grid_Enabled==0 192#pragma shader_feature_local _RAY_MARCHING_CART_GRID 193//endex 194 195//ifex _Ray_Marching_Hex_Grid_Enabled==0 196#pragma shader_feature_local _RAY_MARCHING_HEX_GRID 197//endex 198 199//ifex _Ray_Marching_Scaling_Enabled==0 200#pragma shader_feature_local _RAY_MARCHING_SCALING 201//endex 202 203//ifex _Ray_Marching_Ball_Enabled==0 204#pragma shader_feature_local _RAY_MARCHING_BALL 205//endex 206 207//ifex _Ray_Marching_Hexagon_Enabled==0 208#pragma shader_feature_local _RAY_MARCHING_HEXAGON 209//endex 210 211//ifex _Decal0_Enabled==0 212#pragma shader_feature_local _DECAL0 213#pragma shader_feature_local _DECAL0_REPLACE_ALPHA 214//endex 215 216//ifex _Decal1_Enabled==0 217#pragma shader_feature_local _DECAL1 218#pragma shader_feature_local _DECAL1_REPLACE_ALPHA 219//endex 220 221//ifex _Decal2_Enabled==0 222#pragma shader_feature_local _DECAL2 223#pragma shader_feature_local _DECAL2_REPLACE_ALPHA 224//endex 225 226//ifex _Decal3_Enabled==0 227#pragma shader_feature_local _DECAL3 228#pragma shader_feature_local _DECAL3_REPLACE_ALPHA 229//endex 230 231//ifex _Decal4_Enabled==0 232#pragma shader_feature_local _DECAL4 233#pragma shader_feature_local _DECAL4_REPLACE_ALPHA 234//endex 235 236//ifex _Decal5_Enabled==0 237#pragma shader_feature_local _DECAL5 238#pragma shader_feature_local _DECAL5_REPLACE_ALPHA 239//endex 240 241//ifex _Decal6_Enabled==0 242#pragma shader_feature_local _DECAL6 243#pragma shader_feature_local _DECAL6_REPLACE_ALPHA 244//endex 245 246//ifex _Decal7_Enabled==0 247#pragma shader_feature_local _DECAL7 248#pragma shader_feature_local _DECAL7_REPLACE_ALPHA 249//endex 250 251//ifex _Matcap0_Enabled==0 252#pragma shader_feature_local _MATCAP0 253#pragma shader_feature_local _MATCAP0_QUANTIZATION 254#pragma shader_feature_local _MATCAP0_MASK 255#pragma shader_feature_local _MATCAP0_ALBEDO_CLAMP 256//endex 257 258//ifex _Matcap1_Enabled==0 259#pragma shader_feature_local _MATCAP1 260#pragma shader_feature_local _MATCAP1_QUANTIZATION 261#pragma shader_feature_local _MATCAP1_MASK 262#pragma shader_feature_local _MATCAP1_ALBEDO_CLAMP 263//endex 264 265//ifex _Rim_Lighting0_Enabled==0 266#pragma shader_feature_local _RIM_LIGHTING0 267#pragma shader_feature_local _RIM_LIGHTING0_QUANTIZATION 268#pragma shader_feature_local _RIM_LIGHTING0_MASK 269//endex 270 271//ifex _Cloth_Enabled==0 272#pragma shader_feature_local _CLOTH 273//endex 274 275//ifex _SSFD_Enabled==0 276#pragma shader_feature_local _SSFD 277#pragma shader_feature_local _SSFD_SHADOW 278//endex 279 280//ifex _Letter_Grid_Enabled==0 281#pragma shader_feature_local _LETTER_GRID 282#pragma shader_feature_local _LETTER_GRID_ANIMATE 283//endex 284 285//ifex _Burley_Tiling_Enabled==0 286#pragma shader_feature_local _BURLEY_TILING 287#pragma shader_feature_local _BURLEY_TILING_MAINTEX 288#pragma shader_feature_local _BURLEY_TILING_AMBIENT_OCCLUSION 289#pragma shader_feature_local _BURLEY_TILING_HEIGHTMAP 290#pragma shader_feature_local _BURLEY_TILING_SMOOTHNESS 291#pragma shader_feature_local _BURLEY_TILING_SMOOTHNESS_INVERT 292#pragma shader_feature_local _BURLEY_TILING_NORMAL 293#pragma shader_feature_local _BURLEY_TILING_ROTATION_CONSTRAINT 294//endex 295 296//ifex _Triplanar_Layer0_Enabled==0 297#pragma shader_feature_local _TRIPLANAR_LAYER0 298#pragma shader_feature_local _TRIPLANAR_LAYER0_NORMAL 299#pragma shader_feature_local _TRIPLANAR_LAYER0_METALLIC_GLOSS 300#pragma shader_feature_local _TRIPLANAR_LAYER0_BURLEY 301//endex 302 303#if defined(_TRIPLANAR_LAYER0) 304#define TRIPLANAR 305#endif 306#if defined(_TRIPLANAR_LAYER0_BURLEY) 307#define TRIPLANAR_BURLEY 308#endif 309 310#endif // __FEATURES_INC