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PrimoToon.shader
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PrimoToon.shader
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Shader ".festivity/PrimoToon"{
Properties
{
//Header
[HideInInspector] shader_master_label ("✧<b><i><color=#C69ECE>PrimoToon 2.0</color></i></b>✧", Float) = 0
[HideInInspector] shader_is_using_thry_editor ("", Float) = 0
[HideInInspector] footer_github ("{texture:{name:github},action:{type:URL,data:https://github.com/festivities/PrimoToon},hover:GITHUB}", Float) = 0
[HideInInspector] footer_discord ("{texture:{name:discord},action:{type:URL,data:https://discord.gg/85rP9SpAkF},hover:GITHUB}", Float) = 0
//Header End
//Material Type
[ThryWideEnum(Base, 0, Face, 1, Weapon, 2)]variant_selector("Material Type--{on_value_actions:[
{value:0,actions:[{type:SET_PROPERTY,data:_UseFaceMapNew=0.0}, {type:SET_PROPERTY,data:_UseWeapon=0.0}]},
{value:1,actions:[{type:SET_PROPERTY,data:_UseFaceMapNew=1.0}, {type:SET_PROPERTY,data:_UseWeapon=0.0}]},
{value:2,actions:[{type:SET_PROPERTY,data:_UseFaceMapNew=0.0}, {type:SET_PROPERTY,data:_UseWeapon=1.0}
}]}]}", Int) = 0
//Material Type End
//Main
[HideInInspector] m_start_main ("Main", Float) = 0
[SmallTexture]_MainTex("Main Texture",2D)= "white" { }
[SmallTexture]_LightMapTex("Lightmap",2D)= "white" { }
[Enum(UV0, 0, UV1, 1)] _UseBackFaceUV2("Backface UV", int) = 1.0
[Toggle] _VertexColorLinear ("Enable Linear Vertex Colors", Range(0.0, 1.0)) = 0.0
[Toggle]_DayOrNight ("Enable Nighttime", Range(0.0, 1.0)) = 0.0
[HideInInspector] m_start_mainalpha ("Alpha Options", Float) = 0
[Enum(Off, 0, Transparency, 1, Glow, 2)] _MainTexAlphaUse("Diffuse Alpha Channel", Int) = 0
_MainTexAlphaCutoff("Alpha Cuttoff", Range(0, 1.0)) = 0.5
[HideInInspector] m_end_mainalpha ("", Float) = 0
[HideInInspector] m_start_maindetail ("Details", Float) = 0
[Toggle] _TextureLineUse ("Texture Line", Range(0.0, 1.0)) = 0.0
_TextureLineSmoothness ("Texture Line Smoothness", Range(0.0, 1.0)) = 0.15
_TextureLineThickness ("Texture Line Thickness", Range(0.0, 1.0)) = 0.55
_TextureLineDistanceControl ("Texture Line Distance Control", Vector) = (0.1, 0.6, 1.0, 1.0)
[Gamma] [HDR] _TextureLineMultiplier ("Texture Line Multiplier", Color) = (0.6, 0.6, 0.6, 1.0)
[HideInInspector] _TextureBiasWhenDithering ("Texture Dithering Bias", Float) = -1.0
[HideInInspector] m_end_maindetail ("", Float) = 0
[HideInInspector] m_start_matid ("Material IDs", Float) = 0
[Toggle] _UseMaterial2 ("Enable Material 2", Float) = 1.0
[Toggle] _UseMaterial3 ("Enable Material 3", Float) = 1.0
[Toggle] _UseMaterial4 ("Enable Material 4", Float) = 1.0
[Toggle] _UseMaterial5 ("Enable Material 5", Float) = 1.0
[HideInInspector] m_end_matid ("", Float) = 0
[HideInInspector] m_end_main ("", Float) = 0
//Main End
//Normal Map
[HideInInspector] m_start_normalmap ("Normal Map", Float) = 0
[Toggle] _UseBumpMap("Normal Map", Float) = 0.0
[SmallTexture]_BumpMap("Normal Map",2D)= "white"{ }
_BumpScale ("Normal Map Scale", Range(0.0, 1.0)) = 0.2
[HideInInspector] m_end_normalmap ("", Float) = 0
//Normal Map End
//Face Shading
[HideInInspector] m_start_faceshading("Face--{condition_show:{type:PROPERTY_BOOL,data:_UseFaceMapNew==1.0}}", Float) = 0
[Toggle] _flipFaceLighting ("Flip Face Lighting", Range(0.0, 1.0)) = 0.0
[SmallTexture]_FaceMap ("Face Shadow",2D)= "white"{ }
[HideInInspector] _UseFaceMapNew ("Enable Face Shader", Range(0.0, 1.0)) = 0.0
_FaceMapSoftness ("Face Lighting Softness", Range(0.0, 1.0)) = 0.001
[IntRange] _MaterialID ("Face Material ID", Range(1.0, 5.0)) = 2.0
_headForwardVector ("Forward Vector", Vector) = (0, 1, 0, 0)
_headRightVector ("Right Vector, ignore the last element", Vector) = (0, 0, -1, 0)
[HideInInspector] m_start_faceblush ("Blush", Float) = 0
_NoseBlushStrength ("Nose Blush Strength", Range(0.0, 1.0)) = 0.0
_FaceBlushStrength ("Face Blush Strength", Range(0.0, 1.0)) = 0.0
[Gamma] _NoseBlushColor ("Nose Blush Color", Color) = (1.0, 0.8, 0.7, 1.0)
[Gamma] _FaceBlushColor ("Face Blush Color", Color) = (1.0, 0.8, 0.7, 1.0)
[HideInInspector] m_end_faceblush ("", Float) = 0
[HideInInspector] m_end_faceshading ("", Float) = 0
//Face Shading End
//Weapon Shading
[HideInInspector] m_start_weaponshading("Weapon--{condition_show:{type:PROPERTY_BOOL,data:_UseWeapon==1.0}}", Float) = 0
[HideInInspector]_UseWeapon ("Weapon Shader", Range(0.0, 1.0)) = 0.0
[Toggle] _UsePattern ("Enable Weapon Pattern", Range(0.0, 1.0)) = 1.0
[Toggle] _ProceduralUVs ("Disable UV1", Range(0.0, 1.0)) = 0.0
[SmallTexture]_WeaponDissolveTex("Weapon Dissolve",2D)= "white"{ }
[SmallTexture]_WeaponPatternTex("Weapon Pattern",2D)= "white"{ }
[SmallTexture]_ScanPatternTex("Scan Pattern",2D)= "black"{ }
_ClipAlphaThreshold ("Dissolve Clipping Threshold", Range(0, 1)) = 1.0
_WeaponDissolveValue ("Weapon Dissolve Value", Range(-1.0, 2.0)) = 1.0
[Toggle] _DissolveDirection_Toggle ("Dissolve Direction Toggle", Range(0.0, 1.0)) = 0.0
[Gamma] [HDR] _WeaponPatternColor ("Weapon Pattern Color", Color) = (1.682, 1.568729, 0.6554853, 1.0)
_Pattern_Speed ("Pattern Speed", Float) = -0.033
[HideInInspector] _SkillEmisssionPower ("Skill Emisssion Power", Float) = 0.6
[Gamma] [HideInInspector] _SkillEmisssionColor ("Skill Emisssion Color", Vector) = (0.0, 0.0, 0.0, 0.0)
[HideInInspector] _SkillEmissionScaler ("Skill Emission Scaler", Float) = 3.2
[HideInInspector] m_start_weaponscan ("Scan", Float) = 0
_ScanColorScaler ("Scan Color Scaler", Float) = 0.0
[Gamma] _ScanColor ("Scan Color", Color) = (0.8970588, 0.8970588, 0.8970588, 1.0)
[Toggle] _ScanDirection_Switch ("Scan Direction Switch", Range(0.0, 1.0)) = 0.0
_ScanSpeed ("Scan Speed", Float) = 0.8
[HideInInspector] m_end_weaponscan ("", Float) = 0
[HideInInspector] m_end_weaponshading ("", Float) = 0
//Weapon Shading End
//Lightning Options
[HideInInspector] m_start_lighting("Lighting Options", Float) = 0
[HideInInspector] g_start_light("", Int) = 0
[HideInInspector] m_start_lightandshadow("Shadow", Float) = 0
[SmallTexture]_PackedShadowRampTex("Shadow Ramp",2D)= "white"{ }
[Toggle] _UseLightMapColorAO ("Use Lightmap Ambient Occlusion?", Range(0.0, 1.0)) = 1.0
[Toggle] _UseShadowRamp ("Use Shadow Ramp Texture?", Float) = 1.0
[Toggle] _UseVertexColorAO ("Use Vertex Color Ambient Occlusion?", Range(0.0, 1.0)) = 1.0
_EnvironmentLightingStrength ("Environment Lighting Strength", Range(0.0, 1.0)) = 1.0
_LightArea ("Shadow Position", Range(0.0, 2.0)) = 0.55
_ShadowRampWidth ("Ramp Width", Range(0.2, 3.0)) = 1.0
[HideInInspector] m_start_shadowtransitions("Shadow Transition", Float) = 0
_ShadowTransitionRange ("Shadow Transition Range 1", Range(0.0, 1.0)) = 0.01
_ShadowTransitionRange2 ("Shadow Transition Range 2", Range(0.0, 1.0)) = 0.01
_ShadowTransitionRange3 ("Shadow Transition Range 3", Range(0.0, 1.0)) = 0.01
_ShadowTransitionRange4 ("Shadow Transition Range 4", Range(0.0, 1.0)) = 0.01
_ShadowTransitionRange5 ("Shadow Transition Range 5", Range(0.0, 1.0)) = 0.01
_ShadowTransitionSoftness ("Shadow Transition Softness 1", Range(0.0, 1.0)) = 0.5
_ShadowTransitionSoftness2 ("Shadow Transition Softness 2", Range(0.0, 1.0)) = 0.5
_ShadowTransitionSoftness3 ("Shadow Transition Softness 3", Range(0.0, 1.0)) = 0.5
_ShadowTransitionSoftness4 ("Shadow Transition Softness 4", Range(0.0, 1.0)) = 0.5
_ShadowTransitionSoftness5 ("Shadow Transition Softness 5", Range(0.0, 1.0)) = 0.5
[HideInInspector] m_end_shadowtransitions ("", Float) = 0
[HideInInspector] m_start_shadowcolorsday("DayTime Colors", Float) = 0
[Gamma] _FirstShadowMultColor ("Daytime Shadow Color 1", Color) = (0.9, 0.7, 0.75, 1)
[Gamma] _FirstShadowMultColor2 ("Daytime Shadow Color 2", Color) = (0.9, 0.7, 0.75, 1)
[Gamma] _FirstShadowMultColor3 ("Daytime Shadow Color 3", Color) = (0.9, 0.7, 0.75, 1)
[Gamma] _FirstShadowMultColor4 ("Daytime Shadow Color 4", Color) = (0.9, 0.7, 0.75, 1)
[Gamma] _FirstShadowMultColor5 ("Daytime Shadow Color 5", Color) = (0.9, 0.7, 0.75, 1)
[HideInInspector] m_end_shadowcolorsday ("", Float) = 0
[HideInInspector] m_start_shadowcolorsnight("NightTime Colors", Float) = 0
[Gamma] _CoolShadowMultColor ("Nighttime Shadow Color 1", Color) = (0.9, 0.7, 0.75, 1)
[Gamma] _CoolShadowMultColor2 ("Nighttime Shadow Color 2", Color) = (0.9, 0.7, 0.75, 1)
[Gamma] _CoolShadowMultColor3 ("Nighttime Shadow Color 3", Color) = (0.9, 0.7, 0.75, 1)
[Gamma] _CoolShadowMultColor4 ("Nighttime Shadow Color 4", Color) = (0.9, 0.7, 0.75, 1)
[Gamma] _CoolShadowMultColor5 ("Nighttime Shadow Color 5", Color) = (0.9, 0.7, 0.75, 1)
[HideInInspector] m_end_shadowcolorsnight ("", Float) = 0
[HideInInspector] m_end_lightandshadow ("", Float) = 0
[HideInInspector] m_start_rimlight("Rim Light", Float) = 0
[Enum(Add, 0, Color Dodge, 1)] _RimLightType ("Rim Light Blend Mode", Float) = 0.0
_RimLightIntensity ("Rim Light Intensity", Float) = 1.0
_RimLightThickness ("Rim Light Thickness", Range(0.0, 10.0)) = 1.0
[HideInInspector] m_end_rimlight ("", Float) = 0
[HideInInspector] g_end_light("", Int) = 0
[HideInInspector] m_end_lightning ("", Float) = 0
//Lightning Options End
//Reflections
[HideInInspector] m_start_reflections("Reflections", Float) = 0
[HideInInspector] m_start_metallics("Metallics", Int) = 0
[Toggle] _MetalMaterial ("Enable Metallic", Range(0.0, 1.0)) = 1.0
[SmallTexture]_MTMap("Metallic Matcap--{condition_show:{type:PROPERTY_BOOL,data:_MetalMaterial==1.0}}",2D)= "white"{ }
_MTMapBrightness ("Metallic Matcap Brightness--{condition_show:{type:PROPERTY_BOOL,data:_MetalMaterial==1.0}}", Float) = 3.0
_MTShininess ("Metallic Specular Shininess--{condition_show:{type:PROPERTY_BOOL,data:_MetalMaterial==1.0}}", Float) = 90.0
_MTSpecularScale ("Metallic Specular Scale--{condition_show:{type:PROPERTY_BOOL,data:_MetalMaterial==1.0}}", Float) = 15.0
_MTMapTileScale ("Metallic Matcap Tile Scale--{condition_show:{type:PROPERTY_BOOL,data:_MetalMaterial==1.0}}", Range(0.0, 2.0)) = 1.0
_MTSpecularAttenInShadow ("Metallic Specular Attenuation in Shadow--{condition_show:{type:PROPERTY_BOOL,data:_MetalMaterial==1.0}}", Range(0.0, 1.0)) = 0.2
_MTSharpLayerOffset ("Metallic Sharp Layer Offset--{condition_show:{type:PROPERTY_BOOL,data:_MetalMaterial==1.0}}", Range(0.001, 1.0)) = 1.0
[HideInInspector] m_start_metallicscolor("Metallic Colors--{condition_show:{type:PROPERTY_BOOL,data:_MetalMaterial==1.0}}", Int) = 0
[Gamma] [HDR] _MTMapDarkColor ("Metallic Matcap Dark Color", Color) = (0.51, 0.3, 0.19, 1.0)
[Gamma] [HDR] _MTMapLightColor ("Metallic Matcap Light Color", Color) = (1.0, 1.0, 1.0, 1.0)
[Gamma] _MTShadowMultiColor ("Metallic Matcap Shadow Multiply Color", Color) = (0.78, 0.77, 0.82, 1.0)
[Gamma] [HDR] _MTSpecularColor ("Metallic Specular Color", Color) = (1.0, 1.0, 1.0, 1.0)
[Gamma] _MTSharpLayerColor ("Metallic Sharp Layer Color", Color) = (1.0, 1.0, 1.0, 1.0)
[HideInInspector] m_end_metallicscolor ("", Int) = 0
[HideInInspector] m_end_metallics("", Int) = 0
[HideInInspector] m_start_specular("Specular Reflections", Int) = 0
[Toggle] _MTUseSpecularRamp ("Enable Specular", Float) = 0.0
[SmallTexture]_MTSpecularRamp("Specular Ramp--{condition_show:{type:PROPERTY_BOOL,data:_MTUseSpecularRamp==1.0}}",2D)= "white"{ }
_Shininess ("Shininess 1--{condition_show:{type:PROPERTY_BOOL,data:_MTUseSpecularRamp==1.0}}", Float) = 10
_Shininess2 ("Shininess 2--{condition_show:{type:PROPERTY_BOOL,data:_MTUseSpecularRamp==1.0}}", Float) = 10
_Shininess3 ("Shininess 3--{condition_show:{type:PROPERTY_BOOL,data:_MTUseSpecularRamp==1.0}}", Float) = 10
_Shininess4 ("Shininess 4--{condition_show:{type:PROPERTY_BOOL,data:_MTUseSpecularRamp==1.0}}", Float) = 10
_Shininess5 ("Shininess 5--{condition_show:{type:PROPERTY_BOOL,data:_MTUseSpecularRamp==1.0}}", Float) = 10
_SpecMulti ("Specular Multiplier 1--{condition_show:{type:PROPERTY_BOOL,data:_MTUseSpecularRamp==1.0}}", Float) = 0.1
_SpecMulti2 ("Specular Multiplier 2--{condition_show:{type:PROPERTY_BOOL,data:_MTUseSpecularRamp==1.0}}", Float) = 0.1
_SpecMulti3 ("Specular Multiplier 3--{condition_show:{type:PROPERTY_BOOL,data:_MTUseSpecularRamp==1.0}}", Float) = 0.1
_SpecMulti4 ("Specular Multiplier 4--{condition_show:{type:PROPERTY_BOOL,data:_MTUseSpecularRamp==1.0}}", Float) = 0.1
_SpecMulti5 ("Specular Multiplier 5--{condition_show:{type:PROPERTY_BOOL,data:_MTUseSpecularRamp==1.0}}", Float) = 0.1
[Gamma] _SpecularColor ("Specular Color--{condition_show:{type:PROPERTY_BOOL,data:_MTUseSpecularRamp==1.0}}", Color) = (1.0, 1.0, 1.0, 1.0)
[HideInInspector] m_end_specular("", Int) = 0
[HideInInspector] m_end_reflections ("", Float) = 0
//Reflections End
//Outlines
[HideInInspector] m_start_outlines("Outlines", Float) = 0
[Enum(None, 0, Normal, 1, Tangent, 2)] _OutlineType ("Outline Type", Float) = 1.0
[Toggle] _FallbackOutlines ("Enable Fallback Outlines", Range(0.0, 1.0)) = 1.0
[Toggle] [HideInInspector] _ClipPlaneWorld ("Clip Plane World", Range(0.0, 1.0)) = 1.0
_OutlineWidth ("Outline Width", Float) = 0.03
_Scale ("Outline Scale", Float) = 0.01
[Toggle] [HideInInspector] _UseClipPlane ("Use Clip Plane?", Range(0.0, 1.0)) = 0.0
[HideInInspector] _ClipPlane ("Clip Plane", Vector) = (0.0, 0.0, 0.0, 0.0)
[HideInInspector] m_start_outlinescolor("Outline Colors", Float) = 0
[Gamma] _OutlineColor ("Outline Color 1", Color) = (0.0, 0.0, 0.0, 1.0)
[Gamma] _OutlineColor2 ("Outline Color 2", Color) = (0.0, 0.0, 0.0, 1.0)
[Gamma] _OutlineColor3 ("Outline Color 3", Color) = (0.0, 0.0, 0.0, 1.0)
[Gamma] _OutlineColor4 ("Outline Color 4", Color) = (0.0, 0.0, 0.0, 1.0)
[Gamma] _OutlineColor5 ("Outline Color 5", Color) = (0.0, 0.0, 0.0, 1.0)
[HideInInspector] m_end_outlinescolor ("", Float) = 0
[HideInInspector] m_start_outlinesoffset("Outline Offset & Adjustments", Float) = 0
_OutlineWidthAdjustScales ("Outline Width Adjust Scales", Vector) = (0.01, 0.245, 0.6, 0.0)
_OutlineWidthAdjustZs ("Outline Width Adjust Zs", Vector) = (0.001, 2.0, 6.0, 0.0)
_MaxOutlineZOffset ("Max Z-Offset", Float) = 1.0
[HideInInspector] m_end_outlinesoffset ("", Float) = 0
[HideInInspector] m_end_outlines ("", Float) = 0
//Outlines End
//Special Effects
[HideInInspector] m_start_specialeffects("Special Effects", Float) = 0
[HideInInspector] m_start_emissionglow("Emission / Archon Glow", Float) = 0
[Enum(Default, 0, Custom, 1)] _EmissionType("Emission Type", Float) = 0.0
[Gamma] _EmissionColor ("Emission Tint", Color) = (1.0, 1.0, 1.0, 1.0)
[NoScaleOffset] [HDR] _CustomEmissionTex ("Custom Emission Texture--{condition_show:{type:PROPERTY_BOOL,data:_EmissionType==1}}", 2D) = "black"{}
[NoScaleOffset] _CustomEmissionAOTex ("Custom Emission Factor--{condition_show:{type:PROPERTY_BOOL,data:_EmissionType==1}}", 2D) = "black"{}
_EmissionStrength ("Emission Strength", Float) = 1.0
[HideInInspector] m_start_emissioneyeglow("Eye & Archon Glow", Float) = 0
[Toggle] _ToggleEyeGlow ("Enable Eye & Archon Glow", Range(0.0, 1.0)) = 1.0
_EyeGlowStrength ("Eye & Archon Glow Strength", Float) = 1.0
[HideInInspector] m_end_emissioneyeglow ("", Float) = 0
[HideInInspector] m_start_emissionpulse("Pulsing Emission", Float) = 0
[Toggle] _TogglePulse ("Enable Pulse", Range(0.0, 1.0)) = 0.0
_PulseSpeed ("Pulse Speed", Float) = 1.0
_PulseMinStrength ("Minimum Pulse Strength", Range(0.0, 1.0)) = 0.0
_PulseMaxStrength ("Maximum Pulse Strength", Range(0.0, 1.0)) = 1.0
[HideInInspector] m_end_emissionpulse ("", Float) = 0
[HideInInspector] m_end_emissionglow ("", Float) = 0
[HideInInspector] m_start_fresnel("Fresnel", Float) = 0
[Toggle] _UseFresnel ("Enable Fresnel", Range(0.0, 1.0)) = 1.0
[Gamma] _HitColor ("Fresnel Color", Color) = (0.0, 0.0, 0.0, 1.0)
[Gamma] _ElementRimColor ("Element Rim Color", Color) = (0.0, 0.0, 0.0, 1.0)
_HitColorScaler ("Fresnel Color Scaler", Float) = 6
_HitColorFresnelPower ("Fresnel Power", Float) = 1.5
[HideInInspector] m_end_fresnel ("", Float) = 0
[HideInInspector] m_end_specialeffects ("", Float) = 0
//Special Effects End
//Rendering Options
[HideInInspector] m_start_renderingOptions("Rendering Options", Float) = 0
[Enum(UnityEngine.Rendering.CullMode)] _Cull("Cull", Float) = 0
[Enum(Off, 0, On, 1)] _ZWrite("ZWrite", Int) = 1
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Source Blend", Int) = 1
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Destination Blend", Int) = 0
[HideInInspector] m_start_debugOptions("Debug", Float) = 0
[Toggle] _ReturnDiffuseRGB ("Show Diffuse", Range(0.0, 1.0)) = 0.0
[Toggle] _ReturnDiffuseA ("Show Diffuse Alpha", Range(0.0, 1.0)) = 0.0
[Toggle] _ReturnLightmapR ("Show Lightmap Red", Range(0.0, 1.0)) = 0.0
[Toggle] _ReturnLightmapG ("Show Lightmap Green", Range(0.0, 1.0)) = 0.0
[Toggle] _ReturnLightmapB ("Show Lightmap Blue", Range(0.0, 1.0)) = 0.0
[Toggle] _ReturnLightmapA ("Show Lightmap Alpha", Range(0.0, 1.0)) = 0.0
[Toggle] _ReturnFaceMap ("Show Face Shadow", Range(0.0, 1.0)) = 0.0
[Toggle] _ReturnNormalMap ("Show Normal Map", Range(0.0, 1.0)) = 0.0
[Toggle] _ReturnTextureLineMap ("Show Texture Line Map", Range(0.0, 1.0)) = 0.0
[Toggle] _ReturnVertexColorR ("Show Vertex Color Red", Range(0.0, 1.0)) = 0.0
[Toggle] _ReturnVertexColorG ("Show Vertex Color Green", Range(0.0, 1.0)) = 0.0
[Toggle] _ReturnVertexColorB ("Show Vertex Color Blue", Range(0.0, 1.0)) = 0.0
[Toggle] _ReturnVertexColorA ("Show Vertex Color Alpha", Range(0.0, 1.0)) = 0.0
[Toggle] _ReturnRimLight ("Show Rim Light", Range(0.0, 1.0)) = 0.0
[Toggle] _ReturnNormals ("Show Normals", Range(0.0, 1.0)) = 0.0
[Toggle] _ReturnRawNormals ("Show Raw Normals", Range(0.0, 1.0)) = 0.0
[Toggle] _ReturnTangents ("Show Tangents", Range(0.0, 1.0)) = 0.0
[Toggle] _ReturnMetal ("Show Metal", Range(0.0, 1.0)) = 0.0
[Toggle] _ReturnEmissionFactor ("Show Emission Factor", Range(0.0, 1.0)) = 0.0
[Toggle] _ReturnForwardVector ("Show Forward Vector (it should look blue)", Range(0.0, 1.0)) = 0.0
[Toggle] _ReturnRightVector ("Show Right Vector (it should look red)", Range(0.0, 1.0)) = 0.0
[HideInInspector] m_end_debugOptions("Debug", Float) = 0
//[Enum(Thry.ColorMask)] _ColorMask ("Color Mask", Int) = 15
//_OffsetFactor ("Offset Factor", Float) = 0.0
//_OffsetUnits ("Offset Units", Float) = 0.0
//[ToggleUI]_RenderingReduceClipDistance ("Reduce Clip Distance", Float) = 0
//[ToggleUI]_IgnoreFog ("Ignore Fog", Float) = 0
//[HideInInspector] Instancing ("Instancing", Float) = 0 //add this property for instancing variants settings to be shown
//[Enum(Thry.BlendOp)]_BlendOpAlpha ("Alpha Blend Op", Int) = 0
//[Space][ThryHeaderLabel(Additive Blending, 13)]
//[Enum(Thry.BlendOp)]_AddBlendOp ("RGB Blend Op", Int) = 0
//[Enum(Thry.BlendOp)]_AddBlendOpAlpha ("Alpha Blend Op", Int) = 0
//[Enum(UnityEngine.Rendering.BlendMode)] _AddSrcBlend ("Source Blend", Int) = 1
//[Enum(UnityEngine.Rendering.BlendMode)] _AddDstBlend ("Destination Blend", Int) = 1
[HideInInspector] m_end_renderingOptions("Rendering Options", Float) = 0
//Rendering Options End
}
SubShader{
Tags{ "RenderType"="Opaque" "Queue"="Geometry" }
ZWrite [_ZWrite]
HLSLINCLUDE
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ UNITY_HDR_ON
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#include "UnityShaderVariables.cginc"
#include "PrimoToon-inputs.hlsli"
/* properties */
Texture2D _MainTex; SamplerState sampler_MainTex; const vector<float, 4> _MainTex_TexelSize;
Texture2D _LightMapTex; SamplerState sampler_LightMapTex; const vector<float, 4> _LightMapTex_TexelSize;
Texture2D _FaceMap; SamplerState sampler_FaceMap; const vector<float, 4> _FaceMap_TexelSize;
Texture2D _BumpMap; SamplerState sampler_BumpMap; const vector<float, 4> _BumpMap_TexelSize;
Texture2D _PackedShadowRampTex; SamplerState sampler_PackedShadowRampTex;
Texture2D _MTSpecularRamp; SamplerState sampler_MTSpecularRamp;
Texture2D _MTMap; SamplerState sampler_MTMap;
Texture2D _WeaponDissolveTex; SamplerState sampler_WeaponDissolveTex;
Texture2D _WeaponPatternTex; SamplerState sampler_WeaponPatternTex; const vector<float, 4> _WeaponPatternTex_TexelSize;
Texture2D _ScanPatternTex; SamplerState sampler_ScanPatternTex;
Texture2D _CustomEmissionTex; SamplerState sampler_CustomEmissionTex;
Texture2D _CustomEmissionAOTex; SamplerState sampler_CustomEmissionAOTex;
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _DayOrNight;
float _EnvironmentLightingStrength;
float _RimLightType;
float _RimLightIntensity;
float _RimLightThickness;
float _VertexColorLinear;
float _UseFresnel;
vector<float, 4> _HitColor;
vector<float, 4> _ElementRimColor;
float _HitColorScaler;
float _HitColorFresnelPower;
float _UseFaceMapNew;
vector<float, 4> _headForwardVector;
vector<float, 4> _headRightVector;
float _FaceMapSoftness;
float _flipFaceLighting;
float _MaterialID;
float _NoseBlushStrength;
vector<float, 4> _NoseBlushColor;
float _FaceBlushStrength;
vector<float, 4> _FaceBlushColor;
float _UseWeapon;
float _UsePattern;
float _ProceduralUVs;
float _ClipAlphaThreshold;
float _WeaponDissolveValue;
float _DissolveDirection_Toggle;
vector<float, 4> _WeaponPatternColor;
float _Pattern_Speed;
float _SkillEmisssionPower;
float4 _SkillEmisssionColor;
float _SkillEmissionScaler;
float _ScanColorScaler;
vector<float, 4> _ScanColor;
float _ScanDirection_Switch;
float _ScanSpeed;
float _MainTexAlphaUse;
float _ToggleEyeGlow;
float _EmissionType;
vector<float, 4> _EmissionColor;
float _EyeGlowStrength;
float _EmissionStrength;
float _TogglePulse;
float _PulseSpeed;
float _PulseMinStrength;
float _PulseMaxStrength;
float _MainTexAlphaCutoff;
float _BumpScale;
float _LightArea;
float _ShadowRampWidth;
float _ShadowTransitionRange;
float _ShadowTransitionRange2;
float _ShadowTransitionRange3;
float _ShadowTransitionRange4;
float _ShadowTransitionRange5;
float _ShadowTransitionSoftness;
float _ShadowTransitionSoftness2;
float _ShadowTransitionSoftness3;
float _ShadowTransitionSoftness4;
float _ShadowTransitionSoftness5;
float _UseBackFaceUV2;
float _UseBumpMap;
float _UseLightMapColorAO;
float _UseMaterial2;
float _UseMaterial3;
float _UseMaterial4;
float _UseMaterial5;
float _UseShadowRamp;
float _UseVertexColorAO;
vector<float, 4> _CoolShadowMultColor;
vector<float, 4> _CoolShadowMultColor2;
vector<float, 4> _CoolShadowMultColor3;
vector<float, 4> _CoolShadowMultColor4;
vector<float, 4> _CoolShadowMultColor5;
vector<float, 4> _FirstShadowMultColor;
vector<float, 4> _FirstShadowMultColor2;
vector<float, 4> _FirstShadowMultColor3;
vector<float, 4> _FirstShadowMultColor4;
vector<float, 4> _FirstShadowMultColor5;
float _Shininess;
float _Shininess2;
float _Shininess3;
float _Shininess4;
float _Shininess5;
float _SpecMulti;
float _SpecMulti2;
float _SpecMulti3;
float _SpecMulti4;
float _SpecMulti5;
vector<float, 4> _SpecularColor;
float _MTMapBrightness;
float _MTMapTileScale;
float _MTShininess;
float _MTSpecularAttenInShadow;
float _MTSpecularScale;
float _MTSharpLayerOffset;
float _MTUseSpecularRamp;
float _MetalMaterial;
vector<float, 4> _MTMapDarkColor;
vector<float, 4> _MTMapLightColor;
vector<float, 4> _MTShadowMultiColor;
vector<float, 4> _MTSpecularColor;
vector<float, 4> _MTSharpLayerColor;
float _TextureBiasWhenDithering;
float _TextureLineSmoothness;
float _TextureLineThickness;
float _TextureLineUse;
vector<float, 4> _TextureLineDistanceControl;
vector<float, 4> _TextureLineMultiplier;
float _ClipPlaneWorld;
float _MaxOutlineZOffset;
float _OutlineType; // cb0[13]
float _FallbackOutlines;
float _OutlineWidth; // cb0[39].w or cb0[15].x
float _Scale; // cb0[17].z
float _UseClipPlane;
vector<float, 4> _ClipPlane; // cb0[26]
vector<float, 4> _OutlineColor;
vector<float, 4> _OutlineColor2;
vector<float, 4> _OutlineColor3;
vector<float, 4> _OutlineColor4;
vector<float, 4> _OutlineColor5;
vector<float, 4> _OutlineWidthAdjustScales; // cb0[20]
vector<float, 4> _OutlineWidthAdjustZs; // cb0[19]
float _ReturnDiffuseRGB;
float _ReturnDiffuseA;
float _ReturnLightmapR;
float _ReturnLightmapG;
float _ReturnLightmapB;
float _ReturnLightmapA;
float _ReturnFaceMap;
float _ReturnNormalMap;
float _ReturnTextureLineMap;
float _ReturnVertexColorR;
float _ReturnVertexColorG;
float _ReturnVertexColorB;
float _ReturnVertexColorA;
float _ReturnRimLight;
float _ReturnNormals;
float _ReturnRawNormals;
float _ReturnTangents;
float _ReturnMetal;
float _ReturnEmissionFactor;
float _ReturnForwardVector;
float _ReturnRightVector;
/* end of properties */
#include "PrimoToon-helpers.hlsl"
ENDHLSL
Pass{
Name "ForwardBase"
Tags{ "LightMode" = "ForwardBase" }
Cull [_Cull]
Blend [_SrcBlend] [_DstBlend]
HLSLPROGRAM
#pragma multi_compile_fwdbase
#include "PrimoToon-main.hlsl"
ENDHLSL
}
Pass{
Name "OutlinePass"
Tags{ "LightMode" = "ForwardBase" }
Cull Front
Blend [_SrcBlend] [_DstBlend]
HLSLPROGRAM
#pragma multi_compile_fwdbase
#include "PrimoToon-outlines.hlsl"
ENDHLSL
}
Pass{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
HLSLPROGRAM
#pragma multi_compile_instancing
#pragma multi_compile_shadowcaster
// template by mochie bestie: https://github.com/cnlohr/shadertrixx/blob/main/README.md#shadowcasting
#include "PrimoToon-shadows.hlsl"
ENDHLSL
}
}
CustomEditor "Thry.ShaderEditor"
}