yum/3ner

A toon shader for Unity's BIRP.

git clone https://git.yummers.dev/yum/3ner

yumAdd replace alpha option to decals70f2b5f

master
8.6 KiB310 linesraw
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