//---------------------------------------------------------------------------------------------------------------------- // Base [lilToggle] _Invisible ("sInvisible", Int) = 0 _AsUnlit ("sAsUnlit", Range(0, 1)) = 0 _Cutoff ("sCutoff", Range(-0.001,1.001)) = 0.5 _SubpassCutoff ("sSubpassCutoff", Range(0,1)) = 0.5 [lilToggle] _FlipNormal ("sFlipBackfaceNormal", Int) = 0 [lilToggle] _ShiftBackfaceUV ("sShiftBackfaceUV", Int) = 0 _BackfaceForceShadow ("sBackfaceForceShadow", Range(0,1)) = 0 _VertexLightStrength ("sVertexLightStrength", Range(0,1)) = 0 _LightMinLimit ("sLightMinLimit", Range(0,1)) = 0.05 _LightMaxLimit ("sLightMaxLimit", Range(0,10)) = 1 _BeforeExposureLimit ("sBeforeExposureLimit", Float) = 10000 _MonochromeLighting ("sMonochromeLighting", Range(0,1)) = 0 _AlphaBoostFA ("sAlphaBoostFA", Range(1,100)) = 10 _lilDirectionalLightStrength ("sDirectionalLightStrength", Range(0,1)) = 1 [lilVec3B] _LightDirectionOverride ("sLightDirectionOverrides", Vector) = (0.001,0.002,0.001,0) _AAStrength ("sAAShading", Range(0, 1)) = 1 [NoScaleOffset] _TriMask ("TriMask", 2D) = "white" {} //---------------------------------------------------------------------------------------------------------------------- // Main [lilHDR] [MainColor] _Color ("sColor", Color) = (1,1,1,1) [MainTexture] _MainTex ("Texture", 2D) = "white" {} [lilUVAnim] _MainTex_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0) //---------------------------------------------------------------------------------------------------------------------- // Shadow [lilToggleLeft] _UseShadow ("sShadow", Int) = 0 _ShadowBorder ("sBorder", Range(0, 1)) = 0.5 _ShadowBlur ("sBlur", Range(0, 1)) = 0.1 [NoScaleOffset] _ShadowColorTex ("Shadow Color", 2D) = "black" {} _Shadow2ndBorder ("sBorder", Range(0, 1)) = 0.5 _Shadow2ndBlur ("sBlur", Range(0, 1)) = 0.3 [NoScaleOffset] _Shadow2ndColorTex ("Shadow 2nd Color", 2D) = "black" {} _ShadowEnvStrength ("sShadowEnvStrength", Range(0, 1)) = 0 _ShadowBorderColor ("sShadowBorderColor", Color) = (1,0,0,1) _ShadowBorderRange ("sShadowBorderRange", Range(0, 1)) = 0 //---------------------------------------------------------------------------------------------------------------------- // MatCap [lilToggleLeft] _UseMatCap ("sMatCap", Int) = 0 _MatCapTex ("Texture", 2D) = "white" {} [lilVec2R] _MatCapBlendUV1 ("sBlendUV1", Vector) = (0,0,0,0) [lilToggle] _MatCapZRotCancel ("sMatCapZRotCancel", Int) = 1 [lilToggle] _MatCapPerspective ("sFixPerspective", Int) = 1 _MatCapVRParallaxStrength ("sVRParallaxStrength", Range(0, 1)) = 1 [lilToggle] _MatCapMul ("Multiply", Int) = 0 //---------------------------------------------------------------------------------------------------------------------- // Rim [lilToggleLeft] _UseRim ("sRimLight", Int) = 0 [lilHDR] _RimColor ("sColor", Color) = (1,1,1,1) _RimBorder ("sBorder", Range(0, 1)) = 0.5 _RimBlur ("sBlur", Range(0, 1)) = 0.1 [PowerSlider(3.0)]_RimFresnelPower ("sFresnelPower", Range(0.01, 50)) = 3.0 _RimShadowMask ("sShadowMask", Range(0, 1)) = 0 //---------------------------------------------------------------------------------------------------------------------- // Emmision [lilToggleLeft] _UseEmission ("Use Emission", Int) = 0 [HDR][lilHDR] _EmissionColor ("sColor", Color) = (1,1,1,1) _EmissionMap ("Texture", 2D) = "white" {} [lilUVAnim] _EmissionMap_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0) [lilEnum] _EmissionMap_UVMode ("UV Mode|UV0|UV1|UV2|UV3|Rim", Int) = 0 [lilBlink] _EmissionBlink ("sBlinkSettings", Vector) = (0,0,3.141593,0) //---------------------------------------------------------------------------------------------------------------------- // Outline [lilHDR] _OutlineColor ("sColor", Color) = (0.8,0.85,0.9,1) _OutlineTex ("Texture", 2D) = "white" {} [lilUVAnim] _OutlineTex_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0) [lilOLWidth] _OutlineWidth ("Width", Range(0,1)) = 0.05 [NoScaleOffset] _OutlineWidthMask ("Width", 2D) = "white" {} _OutlineFixWidth ("sFixWidth", Range(0,1)) = 1 [lilEnum] _OutlineVertexR2Width ("sOutlineVertexColorUsages", Int) = 0 [lilToggle] _OutlineDeleteMesh ("sDeleteMesh0", Int) = 0 _OutlineEnableLighting ("sEnableLighting", Range(0, 1)) = 1 _OutlineZBias ("Z Bias", Float) = 0 //---------------------------------------------------------------------------------------------------------------------- // Save (Unused) [HideInInspector] _BaseColor ("sColor", Color) = (1,1,1,1) [HideInInspector] _BaseMap ("Texture", 2D) = "white" {} [HideInInspector] _BaseColorMap ("Texture", 2D) = "white" {} [HideInInspector] _lilToonVersion ("Version", Int) = 0