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//----------------------------------------------------------------------------------------------------------------------
// 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