1635 lines
88 KiB
GLSL
1635 lines
88 KiB
GLSL
Shader "Hidden/ltspass_cutout"
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{
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Properties
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{
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//----------------------------------------------------------------------------------------------------------------------
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// Dummy
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_DummyProperty ("If you are seeing this, some script is broken.", Float) = 0
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_DummyProperty ("This also happens if something other than lilToon is broken.", Float) = 0
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_DummyProperty ("You need to check the error on the console and take appropriate action, such as reinstalling the relevant tool.", Float) = 0
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_DummyProperty (" ", Float) = 0
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_DummyProperty ("これが表示されている場合、なんらかのスクリプトが壊れています。", Float) = 0
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_DummyProperty ("これはlilToon以外のものが壊れている場合にも発生します。", Float) = 0
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_DummyProperty ("コンソールでエラーを確認し、該当するツールを入れ直すなどの対処を行う必要があります。", Float) = 0
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[Space(1000)]
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_DummyProperty ("", Float) = 0
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//----------------------------------------------------------------------------------------------------------------------
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// Base
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[lilToggle] _Invisible ("sInvisible", Int) = 0
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_AsUnlit ("sAsUnlit", Range(0, 1)) = 0
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_Cutoff ("sCutoff", Range(-0.001,1.001)) = 0.5
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_SubpassCutoff ("sSubpassCutoff", Range(0,1)) = 0.5
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[lilToggle] _FlipNormal ("sFlipBackfaceNormal", Int) = 0
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[lilToggle] _ShiftBackfaceUV ("sShiftBackfaceUV", Int) = 0
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_BackfaceForceShadow ("sBackfaceForceShadow", Range(0,1)) = 0
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[lilHDR] _BackfaceColor ("sColor", Color) = (0,0,0,0)
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_VertexLightStrength ("sVertexLightStrength", Range(0,1)) = 0
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_LightMinLimit ("sLightMinLimit", Range(0,1)) = 0.05
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_LightMaxLimit ("sLightMaxLimit", Range(0,10)) = 1
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_BeforeExposureLimit ("sBeforeExposureLimit", Float) = 10000
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_MonochromeLighting ("sMonochromeLighting", Range(0,1)) = 0
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_AlphaBoostFA ("sAlphaBoostFA", Range(1,100)) = 10
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_lilDirectionalLightStrength ("sDirectionalLightStrength", Range(0,1)) = 1
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[lilVec3B] _LightDirectionOverride ("sLightDirectionOverrides", Vector) = (0.001,0.002,0.001,0)
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_AAStrength ("sAAShading", Range(0, 1)) = 1
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[lilToggle] _UseDither ("sDither", Int) = 0
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[NoScaleOffset] _DitherTex ("Dither", 2D) = "white" {}
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_DitherMaxValue ("Max Value", Float) = 255
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//----------------------------------------------------------------------------------------------------------------------
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// Main
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[lilHDR] [MainColor] _Color ("sColor", Color) = (1,1,1,1)
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[MainTexture] _MainTex ("Texture", 2D) = "white" {}
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[lilUVAnim] _MainTex_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0)
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[lilHSVG] _MainTexHSVG ("sHSVGs", Vector) = (0,1,1,1)
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_MainGradationStrength ("Gradation Strength", Range(0, 1)) = 0
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[NoScaleOffset] _MainGradationTex ("Gradation Map", 2D) = "white" {}
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[NoScaleOffset] _MainColorAdjustMask ("Adjust Mask", 2D) = "white" {}
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//----------------------------------------------------------------------------------------------------------------------
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// Main2nd
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[lilToggleLeft] _UseMain2ndTex ("sMainColor2nd", Int) = 0
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[lilHDR] _Color2nd ("sColor", Color) = (1,1,1,1)
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_Main2ndTex ("Texture", 2D) = "white" {}
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[lilAngle] _Main2ndTexAngle ("sAngle", Float) = 0
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[lilUVAnim] _Main2ndTex_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0)
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[lilEnum] _Main2ndTex_UVMode ("UV Mode|UV0|UV1|UV2|UV3|MatCap", Int) = 0
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[lilEnum] _Main2ndTex_Cull ("sCullModes", Int) = 0
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[lilDecalAnim] _Main2ndTexDecalAnimation ("sDecalAnimations", Vector) = (1,1,1,30)
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[lilDecalSub] _Main2ndTexDecalSubParam ("sDecalSubParams", Vector) = (1,1,0,1)
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[lilToggle] _Main2ndTexIsDecal ("sAsDecal", Int) = 0
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[lilToggle] _Main2ndTexIsLeftOnly ("Left Only", Int) = 0
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[lilToggle] _Main2ndTexIsRightOnly ("Right Only", Int) = 0
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[lilToggle] _Main2ndTexShouldCopy ("Copy", Int) = 0
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[lilToggle] _Main2ndTexShouldFlipMirror ("Flip Mirror", Int) = 0
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[lilToggle] _Main2ndTexShouldFlipCopy ("Flip Copy", Int) = 0
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[lilToggle] _Main2ndTexIsMSDF ("sAsMSDF", Int) = 0
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[NoScaleOffset] _Main2ndBlendMask ("Mask", 2D) = "white" {}
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[lilEnum] _Main2ndTexBlendMode ("sBlendModes", Int) = 0
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[lilEnum] _Main2ndTexAlphaMode ("sAlphaModes", Int) = 0
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_Main2ndEnableLighting ("sEnableLighting", Range(0, 1)) = 1
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_Main2ndDissolveMask ("Dissolve Mask", 2D) = "white" {}
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_Main2ndDissolveNoiseMask ("Dissolve Noise Mask", 2D) = "gray" {}
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[lilUVAnim] _Main2ndDissolveNoiseMask_ScrollRotate ("Scroll", Vector) = (0,0,0,0)
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_Main2ndDissolveNoiseStrength ("Dissolve Noise Strength", float) = 0.1
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[lilHDR] _Main2ndDissolveColor ("sColor", Color) = (1,1,1,1)
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[lilDissolve] _Main2ndDissolveParams ("sDissolveParams", Vector) = (0,0,0.5,0.1)
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[lilDissolveP] _Main2ndDissolvePos ("Dissolve Position", Vector) = (0,0,0,0)
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[lilFFFB] _Main2ndDistanceFade ("sDistanceFadeSettings", Vector) = (0.1,0.01,0,0)
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//----------------------------------------------------------------------------------------------------------------------
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// Main3rd
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[lilToggleLeft] _UseMain3rdTex ("sMainColor3rd", Int) = 0
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[lilHDR] _Color3rd ("sColor", Color) = (1,1,1,1)
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_Main3rdTex ("Texture", 2D) = "white" {}
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[lilAngle] _Main3rdTexAngle ("sAngle", Float) = 0
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[lilUVAnim] _Main3rdTex_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0)
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[lilEnum] _Main3rdTex_UVMode ("UV Mode|UV0|UV1|UV2|UV3|MatCap", Int) = 0
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[lilEnum] _Main3rdTex_Cull ("sCullModes", Int) = 0
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[lilDecalAnim] _Main3rdTexDecalAnimation ("sDecalAnimations", Vector) = (1,1,1,30)
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[lilDecalSub] _Main3rdTexDecalSubParam ("sDecalSubParams", Vector) = (1,1,0,1)
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[lilToggle] _Main3rdTexIsDecal ("sAsDecal", Int) = 0
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[lilToggle] _Main3rdTexIsLeftOnly ("Left Only", Int) = 0
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[lilToggle] _Main3rdTexIsRightOnly ("Right Only", Int) = 0
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[lilToggle] _Main3rdTexShouldCopy ("Copy", Int) = 0
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[lilToggle] _Main3rdTexShouldFlipMirror ("Flip Mirror", Int) = 0
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[lilToggle] _Main3rdTexShouldFlipCopy ("Flip Copy", Int) = 0
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[lilToggle] _Main3rdTexIsMSDF ("sAsMSDF", Int) = 0
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[NoScaleOffset] _Main3rdBlendMask ("Mask", 2D) = "white" {}
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[lilEnum] _Main3rdTexBlendMode ("sBlendModes", Int) = 0
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[lilEnum] _Main3rdTexAlphaMode ("sAlphaModes", Int) = 0
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_Main3rdEnableLighting ("sEnableLighting", Range(0, 1)) = 1
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_Main3rdDissolveMask ("Dissolve Mask", 2D) = "white" {}
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_Main3rdDissolveNoiseMask ("Dissolve Noise Mask", 2D) = "gray" {}
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[lilUVAnim] _Main3rdDissolveNoiseMask_ScrollRotate ("Scroll", Vector) = (0,0,0,0)
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_Main3rdDissolveNoiseStrength ("Dissolve Noise Strength", float) = 0.1
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[lilHDR] _Main3rdDissolveColor ("sColor", Color) = (1,1,1,1)
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[lilDissolve] _Main3rdDissolveParams ("sDissolveParams", Vector) = (0,0,0.5,0.1)
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[lilDissolveP] _Main3rdDissolvePos ("Dissolve Position", Vector) = (0,0,0,0)
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[lilFFFB] _Main3rdDistanceFade ("sDistanceFadeSettings", Vector) = (0.1,0.01,0,0)
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//----------------------------------------------------------------------------------------------------------------------
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// Alpha Mask
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[lilEnumLabel] _AlphaMaskMode ("sAlphaMaskModes", Int) = 0
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_AlphaMask ("AlphaMask", 2D) = "white" {}
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_AlphaMaskScale ("Scale", Float) = 1
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_AlphaMaskValue ("Offset", Float) = 0
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//----------------------------------------------------------------------------------------------------------------------
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// NormalMap
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[lilToggleLeft] _UseBumpMap ("sNormalMap", Int) = 0
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[Normal] _BumpMap ("Normal Map", 2D) = "bump" {}
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_BumpScale ("Scale", Range(-10,10)) = 1
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//----------------------------------------------------------------------------------------------------------------------
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// NormalMap 2nd
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[lilToggleLeft] _UseBump2ndMap ("sNormalMap2nd", Int) = 0
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[Normal] _Bump2ndMap ("Normal Map", 2D) = "bump" {}
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[lilEnum] _Bump2ndMap_UVMode ("UV Mode|UV0|UV1|UV2|UV3", Int) = 0
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_Bump2ndScale ("Scale", Range(-10,10)) = 1
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[NoScaleOffset] _Bump2ndScaleMask ("Mask", 2D) = "white" {}
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//----------------------------------------------------------------------------------------------------------------------
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// Anisotropy
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[lilToggleLeft] _UseAnisotropy ("sAnisotropy", Int) = 0
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[Normal] _AnisotropyTangentMap ("Tangent Map", 2D) = "bump" {}
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_AnisotropyScale ("Scale", Range(-1,1)) = 1
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[NoScaleOffset] _AnisotropyScaleMask ("Scale Mask", 2D) = "white" {}
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_AnisotropyTangentWidth ("sTangentWidth", Range(0,10)) = 1
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_AnisotropyBitangentWidth ("sBitangentWidth", Range(0,10)) = 1
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_AnisotropyShift ("sOffset", Range(-10,10)) = 0
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_AnisotropyShiftNoiseScale ("sNoiseStrength", Range(-1,1)) = 0
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_AnisotropySpecularStrength ("sStrength", Range(0,10)) = 1
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_Anisotropy2ndTangentWidth ("sTangentWidth", Range(0,10)) = 1
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_Anisotropy2ndBitangentWidth ("sBitangentWidth", Range(0,10)) = 1
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_Anisotropy2ndShift ("sOffset", Range(-10,10)) = 0
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_Anisotropy2ndShiftNoiseScale ("sNoiseStrength", Range(-1,1)) = 0
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_Anisotropy2ndSpecularStrength ("sStrength", Range(0,10)) = 0
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_AnisotropyShiftNoiseMask ("sNoise", 2D) = "white" {}
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[lilToggle] _Anisotropy2Reflection ("sReflection", Int) = 0
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[lilToggle] _Anisotropy2MatCap ("sMatCap", Int) = 0
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[lilToggle] _Anisotropy2MatCap2nd ("sMatCap2nd", Int) = 0
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//----------------------------------------------------------------------------------------------------------------------
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// Backlight
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[lilToggleLeft] _UseBacklight ("sBacklight", Int) = 0
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[lilHDR] _BacklightColor ("sColor", Color) = (0.85,0.8,0.7,1.0)
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[NoScaleOffset] _BacklightColorTex ("Texture", 2D) = "white" {}
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_BacklightMainStrength ("sMainColorPower", Range(0, 1)) = 0
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_BacklightNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0
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_BacklightBorder ("Border", Range(0, 1)) = 0.35
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_BacklightBlur ("sBlur", Range(0, 1)) = 0.05
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_BacklightDirectivity ("sDirectivity", Float) = 5.0
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_BacklightViewStrength ("sViewDirectionStrength", Range(0, 1)) = 1
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[lilToggle] _BacklightReceiveShadow ("sReceiveShadow", Int) = 1
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[lilToggle] _BacklightBackfaceMask ("sBackfaceMask", Int) = 1
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//----------------------------------------------------------------------------------------------------------------------
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// Shadow
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[lilToggleLeft] _UseShadow ("sShadow", Int) = 0
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_ShadowStrength ("sStrength", Range(0, 1)) = 1
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[NoScaleOffset] _ShadowStrengthMask ("sStrength", 2D) = "white" {}
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[lilLOD] _ShadowStrengthMaskLOD ("LOD", Range(0, 1)) = 0
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[NoScaleOffset] _ShadowBorderMask ("sBorder", 2D) = "white" {}
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[lilLOD] _ShadowBorderMaskLOD ("LOD", Range(0, 1)) = 0
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[NoScaleOffset] _ShadowBlurMask ("sBlur", 2D) = "white" {}
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[lilLOD] _ShadowBlurMaskLOD ("LOD", Range(0, 1)) = 0
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[lilFFFF] _ShadowAOShift ("1st Scale|1st Offset|2nd Scale|2nd Offset", Vector) = (1,0,1,0)
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[lilFF] _ShadowAOShift2 ("3rd Scale|3rd Offset", Vector) = (1,0,1,0)
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[lilToggle] _ShadowPostAO ("sIgnoreBorderProperties", Int) = 0
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[lilEnum] _ShadowColorType ("sShadowColorTypes", Int) = 0
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_ShadowColor ("Shadow Color", Color) = (0.82,0.76,0.85,1.0)
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[NoScaleOffset] _ShadowColorTex ("Shadow Color", 2D) = "black" {}
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_ShadowNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0
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_ShadowBorder ("sBorder", Range(0, 1)) = 0.5
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_ShadowBlur ("sBlur", Range(0, 1)) = 0.1
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_ShadowReceive ("sReceiveShadow", Range(0, 1)) = 0
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_Shadow2ndColor ("2nd Color", Color) = (0.68,0.66,0.79,1)
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[NoScaleOffset] _Shadow2ndColorTex ("2nd Color", 2D) = "black" {}
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_Shadow2ndNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0
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_Shadow2ndBorder ("sBorder", Range(0, 1)) = 0.15
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_Shadow2ndBlur ("sBlur", Range(0, 1)) = 0.1
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_Shadow2ndReceive ("sReceiveShadow", Range(0, 1)) = 0
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_Shadow3rdColor ("3rd Color", Color) = (0,0,0,0)
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[NoScaleOffset] _Shadow3rdColorTex ("3rd Color", 2D) = "black" {}
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_Shadow3rdNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0
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_Shadow3rdBorder ("sBorder", Range(0, 1)) = 0.25
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_Shadow3rdBlur ("sBlur", Range(0, 1)) = 0.1
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_Shadow3rdReceive ("sReceiveShadow", Range(0, 1)) = 0
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_ShadowBorderColor ("sShadowBorderColor", Color) = (1,0.1,0,1)
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_ShadowBorderRange ("sShadowBorderRange", Range(0, 1)) = 0.08
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_ShadowMainStrength ("sContrast", Range(0, 1)) = 0
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_ShadowEnvStrength ("sShadowEnvStrength", Range(0, 1)) = 0
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[lilEnum] _ShadowMaskType ("sShadowMaskTypes", Int) = 0
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_ShadowFlatBorder ("sBorder", Range(-2, 2)) = 1
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_ShadowFlatBlur ("sBlur", Range(0.001, 2)) = 1
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//----------------------------------------------------------------------------------------------------------------------
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// Rim Shade
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[lilToggleLeft] _UseRimShade ("RimShade", Int) = 0
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_RimShadeColor ("sColor", Color) = (0.5,0.5,0.5,1.0)
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[NoScaleOffset] _RimShadeMask ("Mask", 2D) = "white" {}
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_RimShadeNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0
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_RimShadeBorder ("sBorder", Range(0, 1)) = 0.5
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_RimShadeBlur ("sBlur", Range(0, 1)) = 1.0
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[PowerSlider(3.0)]_RimShadeFresnelPower ("sFresnelPower", Range(0.01, 50)) = 1.0
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//----------------------------------------------------------------------------------------------------------------------
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// Reflection
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[lilToggleLeft] _UseReflection ("sReflection", Int) = 0
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// Smoothness
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_Smoothness ("Smoothness", Range(0, 1)) = 1
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[NoScaleOffset] _SmoothnessTex ("Smoothness", 2D) = "white" {}
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// Metallic
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[Gamma] _Metallic ("Metallic", Range(0, 1)) = 0
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[NoScaleOffset] _MetallicGlossMap ("Metallic", 2D) = "white" {}
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// Reflectance
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[Gamma] _Reflectance ("sReflectance", Range(0, 1)) = 0.04
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// Reflection
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_GSAAStrength ("GSAA", Range(0, 1)) = 0
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[lilToggle] _ApplySpecular ("Apply Specular", Int) = 1
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[lilToggle] _ApplySpecularFA ("sMultiLightSpecular", Int) = 1
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[lilToggle] _SpecularToon ("Specular Toon", Int) = 1
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_SpecularNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0
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_SpecularBorder ("sBorder", Range(0, 1)) = 0.5
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_SpecularBlur ("sBlur", Range(0, 1)) = 0.0
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[lilToggle] _ApplyReflection ("sApplyReflection", Int) = 0
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_ReflectionNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0
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[lilHDR] _ReflectionColor ("sColor", Color) = (1,1,1,1)
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[NoScaleOffset] _ReflectionColorTex ("sColor", 2D) = "white" {}
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[lilToggle] _ReflectionApplyTransparency ("sApplyTransparency", Int) = 1
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[NoScaleOffset] _ReflectionCubeTex ("Cubemap Fallback", Cube) = "black" {}
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[lilHDR] _ReflectionCubeColor ("sColor", Color) = (0,0,0,1)
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[lilToggle] _ReflectionCubeOverride ("Override", Int) = 0
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_ReflectionCubeEnableLighting ("sEnableLighting+ (Fallback)", Range(0, 1)) = 1
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[lilEnum] _ReflectionBlendMode ("sBlendModes", Int) = 1
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//----------------------------------------------------------------------------------------------------------------------
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// MatCap
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[lilToggleLeft] _UseMatCap ("sMatCap", Int) = 0
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[lilHDR] _MatCapColor ("sColor", Color) = (1,1,1,1)
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_MatCapTex ("Texture", 2D) = "white" {}
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_MatCapMainStrength ("sMainColorPower", Range(0, 1)) = 0
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[lilVec2R] _MatCapBlendUV1 ("sBlendUV1", Vector) = (0,0,0,0)
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[lilToggle] _MatCapZRotCancel ("sMatCapZRotCancel", Int) = 1
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[lilToggle] _MatCapPerspective ("sFixPerspective", Int) = 1
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_MatCapVRParallaxStrength ("sVRParallaxStrength", Range(0, 1)) = 1
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_MatCapBlend ("Blend", Range(0, 1)) = 1
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[NoScaleOffset] _MatCapBlendMask ("Mask", 2D) = "white" {}
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_MatCapEnableLighting ("sEnableLighting", Range(0, 1)) = 1
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_MatCapShadowMask ("sShadowMask", Range(0, 1)) = 0
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[lilToggle] _MatCapBackfaceMask ("sBackfaceMask", Int) = 0
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_MatCapLod ("sBlur", Range(0, 10)) = 0
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[lilEnum] _MatCapBlendMode ("sBlendModes", Int) = 1
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[lilToggle] _MatCapApplyTransparency ("sApplyTransparency", Int) = 1
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_MatCapNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0
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[lilToggle] _MatCapCustomNormal ("sMatCapCustomNormal", Int) = 0
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[Normal] _MatCapBumpMap ("Normal Map", 2D) = "bump" {}
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_MatCapBumpScale ("Scale", Range(-10,10)) = 1
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//----------------------------------------------------------------------------------------------------------------------
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// MatCap 2nd
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[lilToggleLeft] _UseMatCap2nd ("sMatCap2nd", Int) = 0
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[lilHDR] _MatCap2ndColor ("sColor", Color) = (1,1,1,1)
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_MatCap2ndTex ("Texture", 2D) = "white" {}
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_MatCap2ndMainStrength ("sMainColorPower", Range(0, 1)) = 0
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[lilVec2R] _MatCap2ndBlendUV1 ("sBlendUV1", Vector) = (0,0,0,0)
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[lilToggle] _MatCap2ndZRotCancel ("sMatCapZRotCancel", Int) = 1
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[lilToggle] _MatCap2ndPerspective ("sFixPerspective", Int) = 1
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_MatCap2ndVRParallaxStrength ("sVRParallaxStrength", Range(0, 1)) = 1
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_MatCap2ndBlend ("Blend", Range(0, 1)) = 1
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[NoScaleOffset] _MatCap2ndBlendMask ("Mask", 2D) = "white" {}
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_MatCap2ndEnableLighting ("sEnableLighting", Range(0, 1)) = 1
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_MatCap2ndShadowMask ("sShadowMask", Range(0, 1)) = 0
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[lilToggle] _MatCap2ndBackfaceMask ("sBackfaceMask", Int) = 0
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_MatCap2ndLod ("sBlur", Range(0, 10)) = 0
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[lilEnum] _MatCap2ndBlendMode ("sBlendModes", Int) = 1
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[lilToggle] _MatCap2ndApplyTransparency ("sApplyTransparency", Int) = 1
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_MatCap2ndNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0
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[lilToggle] _MatCap2ndCustomNormal ("sMatCapCustomNormal", Int) = 0
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[Normal] _MatCap2ndBumpMap ("Normal Map", 2D) = "bump" {}
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_MatCap2ndBumpScale ("Scale", Range(-10,10)) = 1
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//----------------------------------------------------------------------------------------------------------------------
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// Rim
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[lilToggleLeft] _UseRim ("sRimLight", Int) = 0
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[lilHDR] _RimColor ("sColor", Color) = (0.66,0.5,0.48,1)
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[NoScaleOffset] _RimColorTex ("Texture", 2D) = "white" {}
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_RimMainStrength ("sMainColorPower", Range(0, 1)) = 0
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_RimNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0
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_RimBorder ("sBorder", Range(0, 1)) = 0.5
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_RimBlur ("sBlur", Range(0, 1)) = 0.65
|
|
[PowerSlider(3.0)]_RimFresnelPower ("sFresnelPower", Range(0.01, 50)) = 3.5
|
|
_RimEnableLighting ("sEnableLighting", Range(0, 1)) = 1
|
|
_RimShadowMask ("sShadowMask", Range(0, 1)) = 0.5
|
|
[lilToggle] _RimBackfaceMask ("sBackfaceMask", Int) = 1
|
|
_RimVRParallaxStrength ("sVRParallaxStrength", Range(0, 1)) = 1
|
|
[lilToggle] _RimApplyTransparency ("sApplyTransparency", Int) = 1
|
|
_RimDirStrength ("sRimLightDirection", Range(0, 1)) = 0
|
|
_RimDirRange ("sRimDirectionRange", Range(-1, 1)) = 0
|
|
_RimIndirRange ("sRimIndirectionRange", Range(-1, 1)) = 0
|
|
[lilHDR] _RimIndirColor ("sColor", Color) = (1,1,1,1)
|
|
_RimIndirBorder ("sBorder", Range(0, 1)) = 0.5
|
|
_RimIndirBlur ("sBlur", Range(0, 1)) = 0.1
|
|
[lilEnum] _RimBlendMode ("sBlendModes", Int) = 1
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Glitter
|
|
[lilToggleLeft] _UseGlitter ("sGlitter", Int) = 0
|
|
[lilEnum] _GlitterUVMode ("UV Mode|UV0|UV1", Int) = 0
|
|
[lilHDR] _GlitterColor ("sColor", Color) = (1,1,1,1)
|
|
_GlitterColorTex ("Texture", 2D) = "white" {}
|
|
[lilEnum] _GlitterColorTex_UVMode ("UV Mode|UV0|UV1|UV2|UV3", Int) = 0
|
|
_GlitterMainStrength ("sMainColorPower", Range(0, 1)) = 0
|
|
_GlitterNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0
|
|
_GlitterScaleRandomize ("sRandomize+ (Size)", Range(0, 1)) = 0
|
|
[lilToggle] _GlitterApplyShape ("Shape", Int) = 0
|
|
_GlitterShapeTex ("Texture", 2D) = "white" {}
|
|
[lilVec2] _GlitterAtras ("Atras", Vector) = (1,1,0,0)
|
|
[lilToggle] _GlitterAngleRandomize ("sRandomize+ (+sAngle+)", Int) = 0
|
|
[lilGlitParam1] _GlitterParams1 ("Tiling|Particle Size|Contrast", Vector) = (256,256,0.16,50)
|
|
[lilGlitParam2] _GlitterParams2 ("sGlitterParams2", Vector) = (0.25,0,0,0)
|
|
_GlitterPostContrast ("sPostContrast", Float) = 1
|
|
_GlitterSensitivity ("Sensitivity", Float) = 0.25
|
|
_GlitterEnableLighting ("sEnableLighting", Range(0, 1)) = 1
|
|
_GlitterShadowMask ("sShadowMask", Range(0, 1)) = 0
|
|
[lilToggle] _GlitterBackfaceMask ("sBackfaceMask", Int) = 0
|
|
[lilToggle] _GlitterApplyTransparency ("sApplyTransparency", Int) = 1
|
|
_GlitterVRParallaxStrength ("sVRParallaxStrength", Range(0, 1)) = 0
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Emmision
|
|
[lilToggleLeft] _UseEmission ("sEmission", 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
|
|
_EmissionMainStrength ("sMainColorPower", Range(0, 1)) = 0
|
|
_EmissionBlend ("Blend", Range(0,1)) = 1
|
|
_EmissionBlendMask ("Mask", 2D) = "white" {}
|
|
[lilUVAnim] _EmissionBlendMask_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0)
|
|
[lilEnum] _EmissionBlendMode ("sBlendModes", Int) = 1
|
|
[lilBlink] _EmissionBlink ("sBlinkSettings", Vector) = (0,0,3.141593,0)
|
|
[lilToggle] _EmissionUseGrad ("sGradation", Int) = 0
|
|
[NoScaleOffset] _EmissionGradTex ("Gradation Texture", 2D) = "white" {}
|
|
_EmissionGradSpeed ("Gradation Speed", Float) = 1
|
|
_EmissionParallaxDepth ("sParallaxDepth", float) = 0
|
|
_EmissionFluorescence ("sFluorescence", Range(0,1)) = 0
|
|
// Gradation
|
|
[HideInInspector] _egci ("", Int) = 2
|
|
[HideInInspector] _egai ("", Int) = 2
|
|
[HideInInspector] _egc0 ("", Color) = (1,1,1,0)
|
|
[HideInInspector] _egc1 ("", Color) = (1,1,1,1)
|
|
[HideInInspector] _egc2 ("", Color) = (1,1,1,0)
|
|
[HideInInspector] _egc3 ("", Color) = (1,1,1,0)
|
|
[HideInInspector] _egc4 ("", Color) = (1,1,1,0)
|
|
[HideInInspector] _egc5 ("", Color) = (1,1,1,0)
|
|
[HideInInspector] _egc6 ("", Color) = (1,1,1,0)
|
|
[HideInInspector] _egc7 ("", Color) = (1,1,1,0)
|
|
[HideInInspector] _ega0 ("", Color) = (1,0,0,0)
|
|
[HideInInspector] _ega1 ("", Color) = (1,0,0,1)
|
|
[HideInInspector] _ega2 ("", Color) = (1,0,0,0)
|
|
[HideInInspector] _ega3 ("", Color) = (1,0,0,0)
|
|
[HideInInspector] _ega4 ("", Color) = (1,0,0,0)
|
|
[HideInInspector] _ega5 ("", Color) = (1,0,0,0)
|
|
[HideInInspector] _ega6 ("", Color) = (1,0,0,0)
|
|
[HideInInspector] _ega7 ("", Color) = (1,0,0,0)
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Emmision2nd
|
|
[lilToggleLeft] _UseEmission2nd ("sEmission2nd", Int) = 0
|
|
[HDR][lilHDR] _Emission2ndColor ("sColor", Color) = (1,1,1,1)
|
|
_Emission2ndMap ("Texture", 2D) = "white" {}
|
|
[lilUVAnim] _Emission2ndMap_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0)
|
|
[lilEnum] _Emission2ndMap_UVMode ("UV Mode|UV0|UV1|UV2|UV3|Rim", Int) = 0
|
|
_Emission2ndMainStrength ("sMainColorPower", Range(0, 1)) = 0
|
|
_Emission2ndBlend ("Blend", Range(0,1)) = 1
|
|
_Emission2ndBlendMask ("Mask", 2D) = "white" {}
|
|
[lilUVAnim] _Emission2ndBlendMask_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0)
|
|
[lilEnum] _Emission2ndBlendMode ("sBlendModes", Int) = 1
|
|
[lilBlink] _Emission2ndBlink ("sBlinkSettings", Vector) = (0,0,3.141593,0)
|
|
[lilToggle] _Emission2ndUseGrad ("sGradation", Int) = 0
|
|
[NoScaleOffset] _Emission2ndGradTex ("Gradation Texture", 2D) = "white" {}
|
|
_Emission2ndGradSpeed ("Gradation Speed", Float) = 1
|
|
_Emission2ndParallaxDepth ("sParallaxDepth", float) = 0
|
|
_Emission2ndFluorescence ("sFluorescence", Range(0,1)) = 0
|
|
// Gradation
|
|
[HideInInspector] _e2gci ("", Int) = 2
|
|
[HideInInspector] _e2gai ("", Int) = 2
|
|
[HideInInspector] _e2gc0 ("", Color) = (1,1,1,0)
|
|
[HideInInspector] _e2gc1 ("", Color) = (1,1,1,1)
|
|
[HideInInspector] _e2gc2 ("", Color) = (1,1,1,0)
|
|
[HideInInspector] _e2gc3 ("", Color) = (1,1,1,0)
|
|
[HideInInspector] _e2gc4 ("", Color) = (1,1,1,0)
|
|
[HideInInspector] _e2gc5 ("", Color) = (1,1,1,0)
|
|
[HideInInspector] _e2gc6 ("", Color) = (1,1,1,0)
|
|
[HideInInspector] _e2gc7 ("", Color) = (1,1,1,0)
|
|
[HideInInspector] _e2ga0 ("", Color) = (1,0,0,0)
|
|
[HideInInspector] _e2ga1 ("", Color) = (1,0,0,1)
|
|
[HideInInspector] _e2ga2 ("", Color) = (1,0,0,0)
|
|
[HideInInspector] _e2ga3 ("", Color) = (1,0,0,0)
|
|
[HideInInspector] _e2ga4 ("", Color) = (1,0,0,0)
|
|
[HideInInspector] _e2ga5 ("", Color) = (1,0,0,0)
|
|
[HideInInspector] _e2ga6 ("", Color) = (1,0,0,0)
|
|
[HideInInspector] _e2ga7 ("", Color) = (1,0,0,0)
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Parallax
|
|
[lilToggleLeft] _UseParallax ("sParallax", Int) = 0
|
|
[lilToggle] _UsePOM ("sPOM", Int) = 0
|
|
[NoScaleOffset] _ParallaxMap ("Parallax Map", 2D) = "gray" {}
|
|
_Parallax ("Parallax Scale", float) = 0.02
|
|
_ParallaxOffset ("sParallaxOffset", float) = 0.5
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Distance Fade
|
|
[lilHDR] _DistanceFadeColor ("sColor", Color) = (0,0,0,1)
|
|
[lilFFFB] _DistanceFade ("sDistanceFadeSettings", Vector) = (0.1,0.01,0,0)
|
|
[lilEnum] _DistanceFadeMode ("sDistanceFadeModes", Int) = 0
|
|
[lilHDR] _DistanceFadeRimColor ("sColor", Color) = (0,0,0,0)
|
|
[PowerSlider(3.0)]_DistanceFadeRimFresnelPower ("sFresnelPower", Range(0.01, 50)) = 5.0
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// AudioLink
|
|
[lilToggleLeft] _UseAudioLink ("sAudioLink", Int) = 0
|
|
[lilFRFR] _AudioLinkDefaultValue ("Strength|Blink Strength|Blink Speed|Blink Threshold", Vector) = (0.0,0.0,2.0,0.75)
|
|
[lilEnum] _AudioLinkUVMode ("sAudioLinkUVModes", Int) = 1
|
|
[lilALUVParams] _AudioLinkUVParams ("Scale|Offset|sAngle|Band|Bass|Low Mid|High Mid|Treble", Vector) = (0.25,0,0,0.125)
|
|
[lilVec3] _AudioLinkStart ("sAudioLinkStartPosition", Vector) = (0.0,0.0,0.0,0.0)
|
|
_AudioLinkMask ("Mask", 2D) = "blue" {}
|
|
[lilUVAnim] _AudioLinkMask_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0)
|
|
[lilEnum] _AudioLinkMask_UVMode ("UV Mode|UV0|UV1|UV2|UV3", Int) = 0
|
|
[lilToggle] _AudioLink2Main2nd ("sMainColor2nd", Int) = 0
|
|
[lilToggle] _AudioLink2Main3rd ("sMainColor3rd", Int) = 0
|
|
[lilToggle] _AudioLink2Emission ("sEmission", Int) = 0
|
|
[lilToggle] _AudioLink2EmissionGrad ("sEmission+sGradation", Int) = 0
|
|
[lilToggle] _AudioLink2Emission2nd ("sEmission2nd", Int) = 0
|
|
[lilToggle] _AudioLink2Emission2ndGrad ("sEmission2nd+sGradation", Int) = 0
|
|
[lilToggle] _AudioLink2Vertex ("sVertex", Int) = 0
|
|
[lilEnum] _AudioLinkVertexUVMode ("sAudioLinkVertexUVModes", Int) = 1
|
|
[lilALUVParams] _AudioLinkVertexUVParams ("Scale|Offset|sAngle|Band|Bass|Low Mid|High Mid|Treble", Vector) = (0.25,0,0,0.125)
|
|
[lilVec3] _AudioLinkVertexStart ("sAudioLinkStartPosition", Vector) = (0.0,0.0,0.0,0.0)
|
|
[lilVec3Float] _AudioLinkVertexStrength ("sAudioLinkVertexStrengths", Vector) = (0.0,0.0,0.0,1.0)
|
|
[lilToggle] _AudioLinkAsLocal ("sAudioLinkAsLocal", Int) = 0
|
|
[NoScaleOffset] _AudioLinkLocalMap ("Local Map", 2D) = "black" {}
|
|
[lilALLocal] _AudioLinkLocalMapParams ("sAudioLinkLocalMapParams", Vector) = (120,1,0,0)
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Dissolve
|
|
_DissolveMask ("Dissolve Mask", 2D) = "white" {}
|
|
_DissolveNoiseMask ("Dissolve Noise Mask", 2D) = "gray" {}
|
|
[lilUVAnim] _DissolveNoiseMask_ScrollRotate ("Scroll", Vector) = (0,0,0,0)
|
|
_DissolveNoiseStrength ("Dissolve Noise Strength", float) = 0.1
|
|
[lilHDR] _DissolveColor ("sColor", Color) = (1,1,1,1)
|
|
[lilDissolve] _DissolveParams ("sDissolveParamsModes", Vector) = (0,0,0.5,0.1)
|
|
[lilDissolveP] _DissolvePos ("Dissolve Position", Vector) = (0,0,0,0)
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// ID Mask
|
|
// _IDMaskCompile will enable compilation of IDMask-related systems. For compatibility, setting certain
|
|
// parameters to non-zero values will also enable the IDMask feature, but this enable switch ensures that
|
|
// animator-controlled IDMasked meshes will be compiled correctly. Note that this _only_ controls compilation,
|
|
// and is ignored at runtime.
|
|
[ToggleUI] _IDMaskCompile ("_IDMaskCompile", Int) = 0
|
|
[lilEnum] _IDMaskFrom ("_IDMaskFrom|0: UV0|1: UV1|2: UV2|3: UV3|4: UV4|5: UV5|6: UV6|7: UV7|8: VertexID", Int) = 8
|
|
[ToggleUI] _IDMask1 ("_IDMask1", Int) = 0
|
|
[ToggleUI] _IDMask2 ("_IDMask2", Int) = 0
|
|
[ToggleUI] _IDMask3 ("_IDMask3", Int) = 0
|
|
[ToggleUI] _IDMask4 ("_IDMask4", Int) = 0
|
|
[ToggleUI] _IDMask5 ("_IDMask5", Int) = 0
|
|
[ToggleUI] _IDMask6 ("_IDMask6", Int) = 0
|
|
[ToggleUI] _IDMask7 ("_IDMask7", Int) = 0
|
|
[ToggleUI] _IDMask8 ("_IDMask8", Int) = 0
|
|
[ToggleUI] _IDMaskIsBitmap ("_IDMaskIsBitmap", Int) = 0
|
|
_IDMaskIndex1 ("_IDMaskIndex1", Int) = 0
|
|
_IDMaskIndex2 ("_IDMaskIndex2", Int) = 0
|
|
_IDMaskIndex3 ("_IDMaskIndex3", Int) = 0
|
|
_IDMaskIndex4 ("_IDMaskIndex4", Int) = 0
|
|
_IDMaskIndex5 ("_IDMaskIndex5", Int) = 0
|
|
_IDMaskIndex6 ("_IDMaskIndex6", Int) = 0
|
|
_IDMaskIndex7 ("_IDMaskIndex7", Int) = 0
|
|
_IDMaskIndex8 ("_IDMaskIndex8", Int) = 0
|
|
|
|
[ToggleUI] _IDMaskControlsDissolve ("_IDMaskControlsDissolve", Int) = 0
|
|
[ToggleUI] _IDMaskPrior1 ("_IDMaskPrior1", Int) = 0
|
|
[ToggleUI] _IDMaskPrior2 ("_IDMaskPrior2", Int) = 0
|
|
[ToggleUI] _IDMaskPrior3 ("_IDMaskPrior3", Int) = 0
|
|
[ToggleUI] _IDMaskPrior4 ("_IDMaskPrior4", Int) = 0
|
|
[ToggleUI] _IDMaskPrior5 ("_IDMaskPrior5", Int) = 0
|
|
[ToggleUI] _IDMaskPrior6 ("_IDMaskPrior6", Int) = 0
|
|
[ToggleUI] _IDMaskPrior7 ("_IDMaskPrior7", Int) = 0
|
|
[ToggleUI] _IDMaskPrior8 ("_IDMaskPrior8", Int) = 0
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// UDIM Discard
|
|
[lilToggleLeft] _UDIMDiscardCompile ("sUDIMDiscard", Int) = 0
|
|
[lilEnum] _UDIMDiscardUV ("sUDIMDiscardUV|0: UV0|1: UV1|2: UV2|3: UV3", Int) = 0
|
|
[lilEnum] _UDIMDiscardMode ("sUDIMDiscardMode|0: Vertex|1: Pixel (slower)", Int) = 0
|
|
[lilToggle] _UDIMDiscardRow3_3 ("", Int) = 0
|
|
[lilToggle] _UDIMDiscardRow3_2 ("", Int) = 0
|
|
[lilToggle] _UDIMDiscardRow3_1 ("", Int) = 0
|
|
[lilToggle] _UDIMDiscardRow3_0 ("", Int) = 0
|
|
[lilToggle] _UDIMDiscardRow2_3 ("", Int) = 0
|
|
[lilToggle] _UDIMDiscardRow2_2 ("", Int) = 0
|
|
[lilToggle] _UDIMDiscardRow2_1 ("", Int) = 0
|
|
[lilToggle] _UDIMDiscardRow2_0 ("", Int) = 0
|
|
[lilToggle] _UDIMDiscardRow1_3 ("", Int) = 0
|
|
[lilToggle] _UDIMDiscardRow1_2 ("", Int) = 0
|
|
[lilToggle] _UDIMDiscardRow1_1 ("", Int) = 0
|
|
[lilToggle] _UDIMDiscardRow1_0 ("", Int) = 0
|
|
[lilToggle] _UDIMDiscardRow0_3 ("", Int) = 0
|
|
[lilToggle] _UDIMDiscardRow0_2 ("", Int) = 0
|
|
[lilToggle] _UDIMDiscardRow0_1 ("", Int) = 0
|
|
[lilToggle] _UDIMDiscardRow0_0 ("", Int) = 0
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Encryption
|
|
[lilToggle] _IgnoreEncryption ("sIgnoreEncryption", Int) = 0
|
|
_Keys ("sKeys", Vector) = (0,0,0,0)
|
|
_BitKey0 ("_BitKey0", Float) = 0
|
|
_BitKey1 ("_BitKey1", Float) = 0
|
|
_BitKey2 ("_BitKey2", Float) = 0
|
|
_BitKey3 ("_BitKey3", Float) = 0
|
|
_BitKey4 ("_BitKey4", Float) = 0
|
|
_BitKey5 ("_BitKey5", Float) = 0
|
|
_BitKey6 ("_BitKey6", Float) = 0
|
|
_BitKey7 ("_BitKey7", Float) = 0
|
|
_BitKey8 ("_BitKey8", Float) = 0
|
|
_BitKey9 ("_BitKey9", Float) = 0
|
|
_BitKey10 ("_BitKey10", Float) = 0
|
|
_BitKey11 ("_BitKey11", Float) = 0
|
|
_BitKey12 ("_BitKey12", Float) = 0
|
|
_BitKey13 ("_BitKey13", Float) = 0
|
|
_BitKey14 ("_BitKey14", Float) = 0
|
|
_BitKey15 ("_BitKey15", Float) = 0
|
|
_BitKey16 ("_BitKey16", Float) = 0
|
|
_BitKey17 ("_BitKey17", Float) = 0
|
|
_BitKey18 ("_BitKey18", Float) = 0
|
|
_BitKey19 ("_BitKey19", Float) = 0
|
|
_BitKey20 ("_BitKey20", Float) = 0
|
|
_BitKey21 ("_BitKey21", Float) = 0
|
|
_BitKey22 ("_BitKey22", Float) = 0
|
|
_BitKey23 ("_BitKey23", Float) = 0
|
|
_BitKey24 ("_BitKey24", Float) = 0
|
|
_BitKey25 ("_BitKey25", Float) = 0
|
|
_BitKey26 ("_BitKey26", Float) = 0
|
|
_BitKey27 ("_BitKey27", Float) = 0
|
|
_BitKey28 ("_BitKey28", Float) = 0
|
|
_BitKey29 ("_BitKey29", Float) = 0
|
|
_BitKey30 ("_BitKey30", Float) = 0
|
|
_BitKey31 ("_BitKey31", Float) = 0
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Outline
|
|
[lilHDR] _OutlineColor ("sColor", Color) = (0.6,0.56,0.73,1)
|
|
_OutlineTex ("Texture", 2D) = "white" {}
|
|
[lilUVAnim] _OutlineTex_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0)
|
|
[lilHSVG] _OutlineTexHSVG ("sHSVGs", Vector) = (0,1,1,1)
|
|
[lilHDR] _OutlineLitColor ("sColor", Color) = (1.0,0.2,0,0)
|
|
[lilToggle] _OutlineLitApplyTex ("sColorFromMain", Int) = 0
|
|
_OutlineLitScale ("Scale", Float) = 10
|
|
_OutlineLitOffset ("Offset", Float) = -8
|
|
[lilToggle] _OutlineLitShadowReceive ("sReceiveShadow", Int) = 0
|
|
[lilOLWidth] _OutlineWidth ("Width", Range(0,1)) = 0.08
|
|
[NoScaleOffset] _OutlineWidthMask ("Width", 2D) = "white" {}
|
|
_OutlineFixWidth ("sFixWidth", Range(0,1)) = 0.5
|
|
[lilEnum] _OutlineVertexR2Width ("sOutlineVertexColorUsages", Int) = 0
|
|
[lilToggle] _OutlineDeleteMesh ("sDeleteMesh0", Int) = 0
|
|
[NoScaleOffset][Normal] _OutlineVectorTex ("Vector", 2D) = "bump" {}
|
|
[lilEnum] _OutlineVectorUVMode ("UV Mode|UV0|UV1|UV2|UV3", Int) = 0
|
|
_OutlineVectorScale ("Vector scale", Range(-10,10)) = 1
|
|
_OutlineEnableLighting ("sEnableLighting", Range(0, 1)) = 1
|
|
_OutlineZBias ("Z Bias", Float) = 0
|
|
[lilToggle] _OutlineDisableInVR ("sDisableInVR", Int) = 0
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Tessellation
|
|
_TessEdge ("sTessellationEdge", Range(1, 100)) = 10
|
|
_TessStrength ("sStrength", Range(0, 1)) = 0.5
|
|
_TessShrink ("sTessellationShrink", Range(0, 1)) = 0.0
|
|
[IntRange] _TessFactorMax ("sTessellationFactor", Range(1, 8)) = 3
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// For Multi
|
|
[lilToggleLeft] _UseOutline ("Use Outline", Int) = 0
|
|
[lilEnum] _TransparentMode ("Rendering Mode|Opaque|Cutout|Transparent|Refraction|Fur|FurCutout|Gem", Int) = 0
|
|
[lilToggle] _UseClippingCanceller ("sSettingClippingCanceller", Int) = 0
|
|
[lilToggle] _AsOverlay ("sAsOverlay", Int) = 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) = 43
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Advanced
|
|
[lilEnum] _Cull ("sCullModes", Int) = 2
|
|
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("sSrcBlendRGB", Int) = 1
|
|
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("sDstBlendRGB", Int) = 0
|
|
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendAlpha ("sSrcBlendAlpha", Int) = 1
|
|
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlendAlpha ("sDstBlendAlpha", Int) = 10
|
|
[Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("sBlendOpRGB", Int) = 0
|
|
[Enum(UnityEngine.Rendering.BlendOp)] _BlendOpAlpha ("sBlendOpAlpha", Int) = 0
|
|
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendFA ("sSrcBlendRGB", Int) = 1
|
|
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlendFA ("sDstBlendRGB", Int) = 1
|
|
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendAlphaFA ("sSrcBlendAlpha", Int) = 0
|
|
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlendAlphaFA ("sDstBlendAlpha", Int) = 1
|
|
[Enum(UnityEngine.Rendering.BlendOp)] _BlendOpFA ("sBlendOpRGB", Int) = 4
|
|
[Enum(UnityEngine.Rendering.BlendOp)] _BlendOpAlphaFA ("sBlendOpAlpha", Int) = 4
|
|
[lilToggle] _ZClip ("sZClip", Int) = 1
|
|
[lilToggle] _ZWrite ("sZWrite", Int) = 1
|
|
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("sZTest", Int) = 4
|
|
[IntRange] _StencilRef ("Ref", Range(0, 255)) = 0
|
|
[IntRange] _StencilReadMask ("ReadMask", Range(0, 255)) = 255
|
|
[IntRange] _StencilWriteMask ("WriteMask", Range(0, 255)) = 255
|
|
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Comp", Float) = 8
|
|
[Enum(UnityEngine.Rendering.StencilOp)] _StencilPass ("Pass", Float) = 0
|
|
[Enum(UnityEngine.Rendering.StencilOp)] _StencilFail ("Fail", Float) = 0
|
|
[Enum(UnityEngine.Rendering.StencilOp)] _StencilZFail ("ZFail", Float) = 0
|
|
_OffsetFactor ("sOffsetFactor", Float) = 0
|
|
_OffsetUnits ("sOffsetUnits", Float) = 0
|
|
[lilColorMask] _ColorMask ("sColorMask", Int) = 15
|
|
[lilToggle] _AlphaToMask ("sAlphaToMask", Int) = 1
|
|
_lilShadowCasterBias ("Shadow Caster Bias", Float) = 0
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Outline Advanced
|
|
[lilEnum] _OutlineCull ("sCullModes", Int) = 1
|
|
[Enum(UnityEngine.Rendering.BlendMode)] _OutlineSrcBlend ("sSrcBlendRGB", Int) = 1
|
|
[Enum(UnityEngine.Rendering.BlendMode)] _OutlineDstBlend ("sDstBlendRGB", Int) = 0
|
|
[Enum(UnityEngine.Rendering.BlendMode)] _OutlineSrcBlendAlpha ("sSrcBlendAlpha", Int) = 1
|
|
[Enum(UnityEngine.Rendering.BlendMode)] _OutlineDstBlendAlpha ("sDstBlendAlpha", Int) = 10
|
|
[Enum(UnityEngine.Rendering.BlendOp)] _OutlineBlendOp ("sBlendOpRGB", Int) = 0
|
|
[Enum(UnityEngine.Rendering.BlendOp)] _OutlineBlendOpAlpha ("sBlendOpAlpha", Int) = 0
|
|
[Enum(UnityEngine.Rendering.BlendMode)] _OutlineSrcBlendFA ("sSrcBlendRGB", Int) = 1
|
|
[Enum(UnityEngine.Rendering.BlendMode)] _OutlineDstBlendFA ("sDstBlendRGB", Int) = 1
|
|
[Enum(UnityEngine.Rendering.BlendMode)] _OutlineSrcBlendAlphaFA ("sSrcBlendAlpha", Int) = 0
|
|
[Enum(UnityEngine.Rendering.BlendMode)] _OutlineDstBlendAlphaFA ("sDstBlendAlpha", Int) = 1
|
|
[Enum(UnityEngine.Rendering.BlendOp)] _OutlineBlendOpFA ("sBlendOpRGB", Int) = 4
|
|
[Enum(UnityEngine.Rendering.BlendOp)] _OutlineBlendOpAlphaFA ("sBlendOpAlpha", Int) = 4
|
|
[lilToggle] _OutlineZClip ("sZClip", Int) = 1
|
|
[lilToggle] _OutlineZWrite ("sZWrite", Int) = 1
|
|
[Enum(UnityEngine.Rendering.CompareFunction)] _OutlineZTest ("sZTest", Int) = 2
|
|
[IntRange] _OutlineStencilRef ("Ref", Range(0, 255)) = 0
|
|
[IntRange] _OutlineStencilReadMask ("ReadMask", Range(0, 255)) = 255
|
|
[IntRange] _OutlineStencilWriteMask ("WriteMask", Range(0, 255)) = 255
|
|
[Enum(UnityEngine.Rendering.CompareFunction)] _OutlineStencilComp ("Comp", Float) = 8
|
|
[Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilPass ("Pass", Float) = 0
|
|
[Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilFail ("Fail", Float) = 0
|
|
[Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilZFail ("ZFail", Float) = 0
|
|
_OutlineOffsetFactor ("sOffsetFactor", Float) = 0
|
|
_OutlineOffsetUnits ("sOffsetUnits", Float) = 0
|
|
[lilColorMask] _OutlineColorMask ("sColorMask", Int) = 15
|
|
[lilToggle] _OutlineAlphaToMask ("sAlphaToMask", Int) = 1
|
|
}
|
|
|
|
HLSLINCLUDE
|
|
#define LIL_RENDER 1
|
|
ENDHLSL
|
|
|
|
SubShader
|
|
{
|
|
Tags { "ShaderModel" = "4.5"}
|
|
HLSLINCLUDE
|
|
#define LIL_FEATURE_ANIMATE_MAIN_UV
|
|
#define LIL_FEATURE_MAIN_TONE_CORRECTION
|
|
#define LIL_FEATURE_MAIN_GRADATION_MAP
|
|
#define LIL_FEATURE_MAIN2ND
|
|
#define LIL_FEATURE_MAIN3RD
|
|
#define LIL_FEATURE_DECAL
|
|
#define LIL_FEATURE_ANIMATE_DECAL
|
|
#define LIL_FEATURE_LAYER_DISSOLVE
|
|
#define LIL_FEATURE_ALPHAMASK
|
|
#define LIL_FEATURE_SHADOW
|
|
#define LIL_FEATURE_RECEIVE_SHADOW
|
|
#define LIL_FEATURE_SHADOW_3RD
|
|
#define LIL_FEATURE_SHADOW_LUT
|
|
#define LIL_FEATURE_RIMSHADE
|
|
#define LIL_FEATURE_EMISSION_1ST
|
|
#define LIL_FEATURE_EMISSION_2ND
|
|
#define LIL_FEATURE_ANIMATE_EMISSION_UV
|
|
#define LIL_FEATURE_ANIMATE_EMISSION_MASK_UV
|
|
#define LIL_FEATURE_EMISSION_GRADATION
|
|
#define LIL_FEATURE_NORMAL_1ST
|
|
#define LIL_FEATURE_NORMAL_2ND
|
|
#define LIL_FEATURE_ANISOTROPY
|
|
#define LIL_FEATURE_REFLECTION
|
|
#define LIL_FEATURE_MATCAP
|
|
#define LIL_FEATURE_MATCAP_2ND
|
|
#define LIL_FEATURE_RIMLIGHT
|
|
#define LIL_FEATURE_RIMLIGHT_DIRECTION
|
|
#define LIL_FEATURE_GLITTER
|
|
#define LIL_FEATURE_BACKLIGHT
|
|
#define LIL_FEATURE_PARALLAX
|
|
#define LIL_FEATURE_POM
|
|
#define LIL_FEATURE_DISTANCE_FADE
|
|
#define LIL_FEATURE_AUDIOLINK
|
|
#define LIL_FEATURE_AUDIOLINK_VERTEX
|
|
#define LIL_FEATURE_AUDIOLINK_LOCAL
|
|
#define LIL_FEATURE_DISSOLVE
|
|
#define LIL_FEATURE_DITHER
|
|
#define LIL_FEATURE_IDMASK
|
|
#define LIL_FEATURE_UDIMDISCARD
|
|
#define LIL_FEATURE_OUTLINE_TONE_CORRECTION
|
|
#define LIL_FEATURE_OUTLINE_RECEIVE_SHADOW
|
|
#define LIL_FEATURE_ANIMATE_OUTLINE_UV
|
|
#define LIL_FEATURE_FUR_COLLISION
|
|
#define LIL_FEATURE_MainGradationTex
|
|
#define LIL_FEATURE_MainColorAdjustMask
|
|
#define LIL_FEATURE_Main2ndTex
|
|
#define LIL_FEATURE_Main2ndBlendMask
|
|
#define LIL_FEATURE_Main2ndDissolveMask
|
|
#define LIL_FEATURE_Main2ndDissolveNoiseMask
|
|
#define LIL_FEATURE_Main3rdTex
|
|
#define LIL_FEATURE_Main3rdBlendMask
|
|
#define LIL_FEATURE_Main3rdDissolveMask
|
|
#define LIL_FEATURE_Main3rdDissolveNoiseMask
|
|
#define LIL_FEATURE_AlphaMask
|
|
#define LIL_FEATURE_BumpMap
|
|
#define LIL_FEATURE_Bump2ndMap
|
|
#define LIL_FEATURE_Bump2ndScaleMask
|
|
#define LIL_FEATURE_AnisotropyTangentMap
|
|
#define LIL_FEATURE_AnisotropyScaleMask
|
|
#define LIL_FEATURE_AnisotropyShiftNoiseMask
|
|
#define LIL_FEATURE_ShadowBorderMask
|
|
#define LIL_FEATURE_ShadowBlurMask
|
|
#define LIL_FEATURE_ShadowStrengthMask
|
|
#define LIL_FEATURE_ShadowColorTex
|
|
#define LIL_FEATURE_Shadow2ndColorTex
|
|
#define LIL_FEATURE_Shadow3rdColorTex
|
|
#define LIL_FEATURE_RimShadeMask
|
|
#define LIL_FEATURE_BacklightColorTex
|
|
#define LIL_FEATURE_SmoothnessTex
|
|
#define LIL_FEATURE_MetallicGlossMap
|
|
#define LIL_FEATURE_ReflectionColorTex
|
|
#define LIL_FEATURE_ReflectionCubeTex
|
|
#define LIL_FEATURE_MatCapTex
|
|
#define LIL_FEATURE_MatCapBlendMask
|
|
#define LIL_FEATURE_MatCapBumpMap
|
|
#define LIL_FEATURE_MatCap2ndTex
|
|
#define LIL_FEATURE_MatCap2ndBlendMask
|
|
#define LIL_FEATURE_MatCap2ndBumpMap
|
|
#define LIL_FEATURE_RimColorTex
|
|
#define LIL_FEATURE_GlitterColorTex
|
|
#define LIL_FEATURE_GlitterShapeTex
|
|
#define LIL_FEATURE_EmissionMap
|
|
#define LIL_FEATURE_EmissionBlendMask
|
|
#define LIL_FEATURE_EmissionGradTex
|
|
#define LIL_FEATURE_Emission2ndMap
|
|
#define LIL_FEATURE_Emission2ndBlendMask
|
|
#define LIL_FEATURE_Emission2ndGradTex
|
|
#define LIL_FEATURE_ParallaxMap
|
|
#define LIL_FEATURE_AudioLinkMask
|
|
#define LIL_FEATURE_AudioLinkLocalMap
|
|
#define LIL_FEATURE_DissolveMask
|
|
#define LIL_FEATURE_DissolveNoiseMask
|
|
#define LIL_FEATURE_OutlineTex
|
|
#define LIL_FEATURE_OutlineWidthMask
|
|
#define LIL_FEATURE_OutlineVectorTex
|
|
#define LIL_FEATURE_FurNoiseMask
|
|
#define LIL_FEATURE_FurMask
|
|
#define LIL_FEATURE_FurLengthMask
|
|
#define LIL_FEATURE_FurVectorTex
|
|
#define LIL_OPTIMIZE_APPLY_SHADOW_FA
|
|
#define LIL_OPTIMIZE_USE_FORWARDADD
|
|
#define LIL_OPTIMIZE_USE_VERTEXLIGHT
|
|
#pragma skip_variants LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE
|
|
#define LIL_SRP_VERSION_MAJOR 17
|
|
#define LIL_SRP_VERSION_MINOR 0
|
|
#define LIL_SRP_VERSION_PATCH 4
|
|
|
|
#pragma target 4.5
|
|
#pragma fragmentoption ARB_precision_hint_fastest
|
|
|
|
#pragma skip_variants DECALS_OFF DECALS_3RT DECALS_4RT DECAL_SURFACE_GRADIENT _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
|
#pragma skip_variants _ADDITIONAL_LIGHT_SHADOWS
|
|
#pragma skip_variants PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
|
|
#pragma skip_variants _SCREEN_SPACE_OCCLUSION
|
|
ENDHLSL
|
|
|
|
|
|
// Forward
|
|
Pass
|
|
{
|
|
Name "FORWARD"
|
|
Tags {"LightMode" = "SRPDefaultUnlit"}
|
|
|
|
Stencil
|
|
{
|
|
Ref [_StencilRef]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilPass]
|
|
Fail [_StencilFail]
|
|
ZFail [_StencilZFail]
|
|
}
|
|
Cull [_Cull]
|
|
ZClip [_ZClip]
|
|
ZWrite [_ZWrite]
|
|
ZTest [_ZTest]
|
|
ColorMask [_ColorMask]
|
|
Offset [_OffsetFactor], [_OffsetUnits]
|
|
BlendOp [_BlendOp], [_BlendOpAlpha]
|
|
Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
|
|
AlphaToMask [_AlphaToMask]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
|
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
|
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
|
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
|
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
|
#pragma multi_compile _ _LIGHT_LAYERS
|
|
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
|
#pragma multi_compile _ _FORWARD_PLUS
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma multi_compile_vertex _ FOG_LINEAR FOG_EXP FOG_EXP2
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#define LIL_PASS_FORWARD
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_forward.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// Forward Outline
|
|
Pass
|
|
{
|
|
Name "FORWARD_OUTLINE"
|
|
Tags {"LightMode" = "UniversalForward"}
|
|
|
|
Stencil
|
|
{
|
|
Ref [_OutlineStencilRef]
|
|
ReadMask [_OutlineStencilReadMask]
|
|
WriteMask [_OutlineStencilWriteMask]
|
|
Comp [_OutlineStencilComp]
|
|
Pass [_OutlineStencilPass]
|
|
Fail [_OutlineStencilFail]
|
|
ZFail [_OutlineStencilZFail]
|
|
}
|
|
Cull [_OutlineCull]
|
|
ZClip [_OutlineZClip]
|
|
ZWrite [_OutlineZWrite]
|
|
ZTest [_OutlineZTest]
|
|
ColorMask [_OutlineColorMask]
|
|
Offset [_OutlineOffsetFactor], [_OutlineOffsetUnits]
|
|
BlendOp [_OutlineBlendOp], [_OutlineBlendOpAlpha]
|
|
Blend [_OutlineSrcBlend] [_OutlineDstBlend], [_OutlineSrcBlendAlpha] [_OutlineDstBlendAlpha]
|
|
AlphaToMask [_OutlineAlphaToMask]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
|
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
|
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
|
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
|
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
|
#pragma multi_compile _ _LIGHT_LAYERS
|
|
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
|
#pragma multi_compile _ _FORWARD_PLUS
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma multi_compile_vertex _ FOG_LINEAR FOG_EXP FOG_EXP2
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#define LIL_PASS_FORWARD
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#define LIL_OUTLINE
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_forward.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// ShadowCaster
|
|
Pass
|
|
{
|
|
Name "SHADOW_CASTER"
|
|
Tags {"LightMode" = "ShadowCaster"}
|
|
Cull [_Cull]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#define LIL_PASS_SHADOWCASTER
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_shadowcaster.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// DepthOnly
|
|
Pass
|
|
{
|
|
Name "DEPTHONLY"
|
|
Tags {"LightMode" = "DepthOnly"}
|
|
|
|
Stencil
|
|
{
|
|
Ref [_StencilRef]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilPass]
|
|
Fail [_StencilFail]
|
|
ZFail [_StencilZFail]
|
|
}
|
|
Cull [_Cull]
|
|
ZClip [_ZClip]
|
|
ZWrite [_ZWrite]
|
|
ZTest [_ZTest]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#define LIL_PASS_DEPTHONLY
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_depthonly.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// DepthNormals
|
|
Pass
|
|
{
|
|
Name "DEPTHNORMALS"
|
|
Tags {"LightMode" = "DepthNormals"}
|
|
|
|
Stencil
|
|
{
|
|
Ref [_StencilRef]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilPass]
|
|
Fail [_StencilFail]
|
|
ZFail [_StencilZFail]
|
|
}
|
|
Cull [_Cull]
|
|
ZClip [_ZClip]
|
|
ZWrite [_ZWrite]
|
|
ZTest [_ZTest]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#define LIL_PASS_DEPTHNORMALS
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_depthnormals.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// MotionVectors
|
|
Pass
|
|
{
|
|
Name "MOTIONVECTORS"
|
|
Tags {"LightMode" = "MotionVectors"}
|
|
|
|
Stencil
|
|
{
|
|
Ref [_StencilRef]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilPass]
|
|
Fail [_StencilFail]
|
|
ZFail [_StencilZFail]
|
|
}
|
|
Cull [_Cull]
|
|
ZClip [_ZClip]
|
|
ZWrite [_ZWrite]
|
|
ZTest [_ZTest]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#define LIL_PASS_MOTIONVECTORS
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_motionvectors.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// Universal2D
|
|
Pass
|
|
{
|
|
Name "UNIVERSAL2D"
|
|
Tags {"LightMode" = "Universal2D"}
|
|
|
|
Stencil
|
|
{
|
|
Ref [_StencilRef]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilPass]
|
|
Fail [_StencilFail]
|
|
ZFail [_StencilZFail]
|
|
}
|
|
Cull [_Cull]
|
|
ZClip [_ZClip]
|
|
ZWrite [_ZWrite]
|
|
ZTest [_ZTest]
|
|
ColorMask [_ColorMask]
|
|
Offset [_OffsetFactor], [_OffsetUnits]
|
|
BlendOp [_BlendOp], [_BlendOpAlpha]
|
|
Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_universal2d.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// Meta
|
|
Pass
|
|
{
|
|
Name "META"
|
|
Tags {"LightMode" = "Meta"}
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
#define LIL_PASS_META
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_meta.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
Fallback "Universal Render Pipeline/Unlit"
|
|
|
|
SubShader
|
|
{
|
|
Tags {}
|
|
HLSLINCLUDE
|
|
#define LIL_FEATURE_ANIMATE_MAIN_UV
|
|
#define LIL_FEATURE_MAIN_TONE_CORRECTION
|
|
#define LIL_FEATURE_MAIN_GRADATION_MAP
|
|
#define LIL_FEATURE_MAIN2ND
|
|
#define LIL_FEATURE_MAIN3RD
|
|
#define LIL_FEATURE_DECAL
|
|
#define LIL_FEATURE_ANIMATE_DECAL
|
|
#define LIL_FEATURE_LAYER_DISSOLVE
|
|
#define LIL_FEATURE_ALPHAMASK
|
|
#define LIL_FEATURE_SHADOW
|
|
#define LIL_FEATURE_RECEIVE_SHADOW
|
|
#define LIL_FEATURE_SHADOW_3RD
|
|
#define LIL_FEATURE_SHADOW_LUT
|
|
#define LIL_FEATURE_RIMSHADE
|
|
#define LIL_FEATURE_EMISSION_1ST
|
|
#define LIL_FEATURE_EMISSION_2ND
|
|
#define LIL_FEATURE_ANIMATE_EMISSION_UV
|
|
#define LIL_FEATURE_ANIMATE_EMISSION_MASK_UV
|
|
#define LIL_FEATURE_EMISSION_GRADATION
|
|
#define LIL_FEATURE_NORMAL_1ST
|
|
#define LIL_FEATURE_NORMAL_2ND
|
|
#define LIL_FEATURE_ANISOTROPY
|
|
#define LIL_FEATURE_REFLECTION
|
|
#define LIL_FEATURE_MATCAP
|
|
#define LIL_FEATURE_MATCAP_2ND
|
|
#define LIL_FEATURE_RIMLIGHT
|
|
#define LIL_FEATURE_RIMLIGHT_DIRECTION
|
|
#define LIL_FEATURE_GLITTER
|
|
#define LIL_FEATURE_BACKLIGHT
|
|
#define LIL_FEATURE_PARALLAX
|
|
#define LIL_FEATURE_POM
|
|
#define LIL_FEATURE_DISTANCE_FADE
|
|
#define LIL_FEATURE_AUDIOLINK
|
|
#define LIL_FEATURE_AUDIOLINK_VERTEX
|
|
#define LIL_FEATURE_AUDIOLINK_LOCAL
|
|
#define LIL_FEATURE_DISSOLVE
|
|
#define LIL_FEATURE_DITHER
|
|
#define LIL_FEATURE_IDMASK
|
|
#define LIL_FEATURE_UDIMDISCARD
|
|
#define LIL_FEATURE_OUTLINE_TONE_CORRECTION
|
|
#define LIL_FEATURE_OUTLINE_RECEIVE_SHADOW
|
|
#define LIL_FEATURE_ANIMATE_OUTLINE_UV
|
|
#define LIL_FEATURE_FUR_COLLISION
|
|
#define LIL_FEATURE_MainGradationTex
|
|
#define LIL_FEATURE_MainColorAdjustMask
|
|
#define LIL_FEATURE_Main2ndTex
|
|
#define LIL_FEATURE_Main2ndBlendMask
|
|
#define LIL_FEATURE_Main2ndDissolveMask
|
|
#define LIL_FEATURE_Main2ndDissolveNoiseMask
|
|
#define LIL_FEATURE_Main3rdTex
|
|
#define LIL_FEATURE_Main3rdBlendMask
|
|
#define LIL_FEATURE_Main3rdDissolveMask
|
|
#define LIL_FEATURE_Main3rdDissolveNoiseMask
|
|
#define LIL_FEATURE_AlphaMask
|
|
#define LIL_FEATURE_BumpMap
|
|
#define LIL_FEATURE_Bump2ndMap
|
|
#define LIL_FEATURE_Bump2ndScaleMask
|
|
#define LIL_FEATURE_AnisotropyTangentMap
|
|
#define LIL_FEATURE_AnisotropyScaleMask
|
|
#define LIL_FEATURE_AnisotropyShiftNoiseMask
|
|
#define LIL_FEATURE_ShadowBorderMask
|
|
#define LIL_FEATURE_ShadowBlurMask
|
|
#define LIL_FEATURE_ShadowStrengthMask
|
|
#define LIL_FEATURE_ShadowColorTex
|
|
#define LIL_FEATURE_Shadow2ndColorTex
|
|
#define LIL_FEATURE_Shadow3rdColorTex
|
|
#define LIL_FEATURE_RimShadeMask
|
|
#define LIL_FEATURE_BacklightColorTex
|
|
#define LIL_FEATURE_SmoothnessTex
|
|
#define LIL_FEATURE_MetallicGlossMap
|
|
#define LIL_FEATURE_ReflectionColorTex
|
|
#define LIL_FEATURE_ReflectionCubeTex
|
|
#define LIL_FEATURE_MatCapTex
|
|
#define LIL_FEATURE_MatCapBlendMask
|
|
#define LIL_FEATURE_MatCapBumpMap
|
|
#define LIL_FEATURE_MatCap2ndTex
|
|
#define LIL_FEATURE_MatCap2ndBlendMask
|
|
#define LIL_FEATURE_MatCap2ndBumpMap
|
|
#define LIL_FEATURE_RimColorTex
|
|
#define LIL_FEATURE_GlitterColorTex
|
|
#define LIL_FEATURE_GlitterShapeTex
|
|
#define LIL_FEATURE_EmissionMap
|
|
#define LIL_FEATURE_EmissionBlendMask
|
|
#define LIL_FEATURE_EmissionGradTex
|
|
#define LIL_FEATURE_Emission2ndMap
|
|
#define LIL_FEATURE_Emission2ndBlendMask
|
|
#define LIL_FEATURE_Emission2ndGradTex
|
|
#define LIL_FEATURE_ParallaxMap
|
|
#define LIL_FEATURE_AudioLinkMask
|
|
#define LIL_FEATURE_AudioLinkLocalMap
|
|
#define LIL_FEATURE_DissolveMask
|
|
#define LIL_FEATURE_DissolveNoiseMask
|
|
#define LIL_FEATURE_OutlineTex
|
|
#define LIL_FEATURE_OutlineWidthMask
|
|
#define LIL_FEATURE_OutlineVectorTex
|
|
#define LIL_FEATURE_FurNoiseMask
|
|
#define LIL_FEATURE_FurMask
|
|
#define LIL_FEATURE_FurLengthMask
|
|
#define LIL_FEATURE_FurVectorTex
|
|
#define LIL_OPTIMIZE_APPLY_SHADOW_FA
|
|
#define LIL_OPTIMIZE_USE_FORWARDADD
|
|
#define LIL_OPTIMIZE_USE_VERTEXLIGHT
|
|
#pragma skip_variants LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE
|
|
#define LIL_SRP_VERSION_MAJOR 17
|
|
#define LIL_SRP_VERSION_MINOR 0
|
|
#define LIL_SRP_VERSION_PATCH 4
|
|
|
|
#pragma target 3.5
|
|
#pragma fragmentoption ARB_precision_hint_fastest
|
|
|
|
#pragma skip_variants DECALS_OFF DECALS_3RT DECALS_4RT DECAL_SURFACE_GRADIENT _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
|
#pragma skip_variants _ADDITIONAL_LIGHT_SHADOWS
|
|
#pragma skip_variants PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
|
|
#pragma skip_variants _SCREEN_SPACE_OCCLUSION
|
|
ENDHLSL
|
|
|
|
|
|
// Forward
|
|
Pass
|
|
{
|
|
Name "FORWARD"
|
|
Tags {"LightMode" = "SRPDefaultUnlit"}
|
|
|
|
Stencil
|
|
{
|
|
Ref [_StencilRef]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilPass]
|
|
Fail [_StencilFail]
|
|
ZFail [_StencilZFail]
|
|
}
|
|
Cull [_Cull]
|
|
ZClip [_ZClip]
|
|
ZWrite [_ZWrite]
|
|
ZTest [_ZTest]
|
|
ColorMask [_ColorMask]
|
|
Offset [_OffsetFactor], [_OffsetUnits]
|
|
BlendOp [_BlendOp], [_BlendOpAlpha]
|
|
Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
|
|
AlphaToMask [_AlphaToMask]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
|
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
|
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
|
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
|
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
|
#pragma multi_compile _ _LIGHT_LAYERS
|
|
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
|
#pragma multi_compile _ _FORWARD_PLUS
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma multi_compile_vertex _ FOG_LINEAR FOG_EXP FOG_EXP2
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#define LIL_PASS_FORWARD
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_forward.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// Forward Outline
|
|
Pass
|
|
{
|
|
Name "FORWARD_OUTLINE"
|
|
Tags {"LightMode" = "UniversalForward"}
|
|
|
|
Stencil
|
|
{
|
|
Ref [_OutlineStencilRef]
|
|
ReadMask [_OutlineStencilReadMask]
|
|
WriteMask [_OutlineStencilWriteMask]
|
|
Comp [_OutlineStencilComp]
|
|
Pass [_OutlineStencilPass]
|
|
Fail [_OutlineStencilFail]
|
|
ZFail [_OutlineStencilZFail]
|
|
}
|
|
Cull [_OutlineCull]
|
|
ZClip [_OutlineZClip]
|
|
ZWrite [_OutlineZWrite]
|
|
ZTest [_OutlineZTest]
|
|
ColorMask [_OutlineColorMask]
|
|
Offset [_OutlineOffsetFactor], [_OutlineOffsetUnits]
|
|
BlendOp [_OutlineBlendOp], [_OutlineBlendOpAlpha]
|
|
Blend [_OutlineSrcBlend] [_OutlineDstBlend], [_OutlineSrcBlendAlpha] [_OutlineDstBlendAlpha]
|
|
AlphaToMask [_OutlineAlphaToMask]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
|
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
|
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
|
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
|
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
|
#pragma multi_compile _ _LIGHT_LAYERS
|
|
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
|
#pragma multi_compile _ _FORWARD_PLUS
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma multi_compile_vertex _ FOG_LINEAR FOG_EXP FOG_EXP2
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#define LIL_PASS_FORWARD
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#define LIL_OUTLINE
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_forward.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// ShadowCaster
|
|
Pass
|
|
{
|
|
Name "SHADOW_CASTER"
|
|
Tags {"LightMode" = "ShadowCaster"}
|
|
Cull [_Cull]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#define LIL_PASS_SHADOWCASTER
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_shadowcaster.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// DepthOnly
|
|
Pass
|
|
{
|
|
Name "DEPTHONLY"
|
|
Tags {"LightMode" = "DepthOnly"}
|
|
|
|
Stencil
|
|
{
|
|
Ref [_StencilRef]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilPass]
|
|
Fail [_StencilFail]
|
|
ZFail [_StencilZFail]
|
|
}
|
|
Cull [_Cull]
|
|
ZClip [_ZClip]
|
|
ZWrite [_ZWrite]
|
|
ZTest [_ZTest]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#define LIL_PASS_DEPTHONLY
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_depthonly.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// DepthNormals
|
|
Pass
|
|
{
|
|
Name "DEPTHNORMALS"
|
|
Tags {"LightMode" = "DepthNormals"}
|
|
|
|
Stencil
|
|
{
|
|
Ref [_StencilRef]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilPass]
|
|
Fail [_StencilFail]
|
|
ZFail [_StencilZFail]
|
|
}
|
|
Cull [_Cull]
|
|
ZClip [_ZClip]
|
|
ZWrite [_ZWrite]
|
|
ZTest [_ZTest]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#define LIL_PASS_DEPTHNORMALS
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_depthnormals.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// MotionVectors
|
|
Pass
|
|
{
|
|
Name "MOTIONVECTORS"
|
|
Tags {"LightMode" = "MotionVectors"}
|
|
|
|
Stencil
|
|
{
|
|
Ref [_StencilRef]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilPass]
|
|
Fail [_StencilFail]
|
|
ZFail [_StencilZFail]
|
|
}
|
|
Cull [_Cull]
|
|
ZClip [_ZClip]
|
|
ZWrite [_ZWrite]
|
|
ZTest [_ZTest]
|
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HLSLPROGRAM
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//----------------------------------------------------------------------------------------------------------------------
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// Build Option
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#define LIL_PASS_MOTIONVECTORS
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//----------------------------------------------------------------------------------------------------------------------
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// Pass
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#include "Includes/lil_pipeline_urp.hlsl"
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#include "Includes/lil_common.hlsl"
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// Insert functions and includes that depend on Unity here
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|
|
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#include "Includes/lil_pass_motionvectors.hlsl"
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|
|
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ENDHLSL
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}
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|
|
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// Universal2D
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Pass
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|
{
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|
Name "UNIVERSAL2D"
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Tags {"LightMode" = "Universal2D"}
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Stencil
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|
{
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Ref [_StencilRef]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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Comp [_StencilComp]
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Pass [_StencilPass]
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|
Fail [_StencilFail]
|
|
ZFail [_StencilZFail]
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|
}
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|
Cull [_Cull]
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|
ZClip [_ZClip]
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|
ZWrite [_ZWrite]
|
|
ZTest [_ZTest]
|
|
ColorMask [_ColorMask]
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|
Offset [_OffsetFactor], [_OffsetUnits]
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|
BlendOp [_BlendOp], [_BlendOpAlpha]
|
|
Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
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|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_universal2d.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// Meta
|
|
Pass
|
|
{
|
|
Name "META"
|
|
Tags {"LightMode" = "Meta"}
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
#define LIL_PASS_META
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_meta.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
Fallback "Universal Render Pipeline/Unlit"
|
|
}
|