//---------------------------------------------------------------------------------------------------------------------- // Base [lilToggle] _Invisible ("Invisible", Int) = 0 _AsUnlit ("As Unlit", Range(0, 1)) = 0 _Cutoff ("Alpha Cutoff", Range(-0.001,1.001)) = 0.5 _SubpassCutoff ("Subpass Alpha Cutoff", Range(0,1)) = 0.5 [lilToggle] _FlipNormal ("Flip Backface Normal", Int) = 0 [lilToggle] _ShiftBackfaceUV ("Shift Backface UV", Int) = 0 _BackfaceForceShadow ("Backface Force Shadow", Range(0,1)) = 0 _VertexLightStrength ("Vertex Light Strength", Range(0,1)) = 0 _LightMinLimit ("Light Min Limit", Range(0,1)) = 0.05 _LightMaxLimit ("Light Max Limit", Range(0,10)) = 1 _BeforeExposureLimit ("Before Exposure Limit", Float) = 10000 _MonochromeLighting ("Monochrome lighting", Range(0,1)) = 0 _AlphaBoostFA ("Alpha Boost", Range(1,100)) = 10 _lilDirectionalLightStrength ("Directional Light Strength", Range(0,1)) = 1 [lilVec3B] _LightDirectionOverride ("Light Direction Override", Vector) = (0.001,0.002,0.001,0) [NoScaleOffset] _TriMask ("TriMask", 2D) = "white" {} //---------------------------------------------------------------------------------------------------------------------- // Main [lilHDR] [MainColor] _Color ("Color", Color) = (1,1,1,1) [MainTexture] _MainTex ("Texture", 2D) = "white" {} [lilUVAnim] _MainTex_ScrollRotate ("Angle|UV Animation|Scroll|Rotate", Vector) = (0,0,0,0) //---------------------------------------------------------------------------------------------------------------------- // Shadow [lilToggleLeft] _UseShadow ("Use Shadow", Int) = 0 _ShadowBorder ("Border", Range(0, 1)) = 0.5 _ShadowBlur ("Blur", Range(0, 1)) = 0.1 [NoScaleOffset] _ShadowColorTex ("Shadow Color", 2D) = "black" {} _Shadow2ndBorder ("2nd Border", Range(0, 1)) = 0.5 _Shadow2ndBlur ("2nd Blur", Range(0, 1)) = 0.3 [NoScaleOffset] _Shadow2ndColorTex ("Shadow 2nd Color", 2D) = "black" {} _ShadowEnvStrength ("Environment Strength", Range(0, 1)) = 0 _ShadowBorderColor ("Border Color", Color) = (1,0,0,1) _ShadowBorderRange ("Border Range", Range(0, 1)) = 0 //---------------------------------------------------------------------------------------------------------------------- // MatCap [lilToggleLeft] _UseMatCap ("Use MatCap", Int) = 0 _MatCapTex ("Texture", 2D) = "white" {} [lilVec2R] _MatCapBlendUV1 ("Blend UV1", Vector) = (0,0,0,0) [lilToggle] _MatCapZRotCancel ("Z-axis rotation cancellation", Int) = 1 [lilToggle] _MatCapPerspective ("Fix Perspective", Int) = 1 _MatCapVRParallaxStrength ("VR Parallax Strength", Range(0, 1)) = 1 [lilToggle] _MatCapMul ("Multiply", Int) = 0 //---------------------------------------------------------------------------------------------------------------------- // Rim [lilToggleLeft] _UseRim ("Use Rim", Int) = 0 [lilHDR] _RimColor ("Color", Color) = (1,1,1,1) _RimBorder ("Border", Range(0, 1)) = 0.5 _RimBlur ("Blur", Range(0, 1)) = 0.1 [PowerSlider(3.0)]_RimFresnelPower ("Fresnel Power", Range(0.01, 50)) = 3.0 _RimShadowMask ("Shadow Mask", Range(0, 1)) = 0 //---------------------------------------------------------------------------------------------------------------------- // Emmision [lilToggleLeft] _UseEmission ("Use Emission", Int) = 0 [HDR][lilHDR] _EmissionColor ("Color", Color) = (1,1,1,1) _EmissionMap ("Texture", 2D) = "white" {} [lilUVAnim] _EmissionMap_ScrollRotate ("Angle|UV Animation|Scroll|Rotate", Vector) = (0,0,0,0) [lilEnum] _EmissionMap_UVMode ("UV Mode|UV0|UV1|UV2|UV3|Rim", Int) = 0 [lilBlink] _EmissionBlink ("Blink Strength|Blink Type|Blink Speed|Blink Offset", Vector) = (0,0,3.141593,0) //---------------------------------------------------------------------------------------------------------------------- // Outline [lilHDR] _OutlineColor ("Outline Color", Color) = (0.8,0.85,0.9,1) _OutlineTex ("Texture", 2D) = "white" {} [lilUVAnim] _OutlineTex_ScrollRotate ("Angle|UV Animation|Scroll|Rotate", Vector) = (0,0,0,0) [lilOLWidth] _OutlineWidth ("Width", Range(0,1)) = 0.05 [NoScaleOffset] _OutlineWidthMask ("Width", 2D) = "white" {} _OutlineFixWidth ("Fix Width", Range(0,1)) = 1 [lilEnum] _OutlineVertexR2Width ("Vertex Color|None|R|RGBA", Int) = 0 [lilToggle] _OutlineDeleteMesh ("Delete Mesh", Int) = 0 _OutlineEnableLighting ("Enable Lighting", Range(0, 1)) = 1 _OutlineZBias ("Z Bias", Float) = 0 //---------------------------------------------------------------------------------------------------------------------- // Save (Unused) [HideInInspector] _BaseColor ("Color", Color) = (1,1,1,1) [HideInInspector] _BaseMap ("Texture", 2D) = "white" {} [HideInInspector] _BaseColorMap ("Texture", 2D) = "white" {} [HideInInspector] _lilToonVersion ("Version", Int) = 0