Shader "_lil/[Optional] lilToonLiteOverlay" { Properties { //---------------------------------------------------------------------------------------------------------------------- // Base [lilToggle] _Invisible ("Invisible", Int) = 0 _AsUnlit ("As Unlit", Range(0, 1)) = 0 _Cutoff ("Alpha Cutoff", Range(-0.001,1.001)) = 0.001 _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) = 32 //---------------------------------------------------------------------------------------------------------------------- // Advanced [lilEnum] _Cull ("Cull Mode|Off|Front|Back", Int) = 2 [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("SrcBlend", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("DstBlend", Int) = 10 [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendAlpha ("SrcBlendAlpha", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _DstBlendAlpha ("DstBlendAlpha", Int) = 10 [Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("BlendOp", Int) = 0 [Enum(UnityEngine.Rendering.BlendOp)] _BlendOpAlpha ("BlendOpAlpha", Int) = 0 [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendFA ("ForwardAdd SrcBlend", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _DstBlendFA ("ForwardAdd DstBlend", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendAlphaFA ("ForwardAdd SrcBlendAlpha", Int) = 0 [Enum(UnityEngine.Rendering.BlendMode)] _DstBlendAlphaFA ("ForwardAdd DstBlendAlpha", Int) = 1 [Enum(UnityEngine.Rendering.BlendOp)] _BlendOpFA ("ForwardAdd BlendOp", Int) = 4 [Enum(UnityEngine.Rendering.BlendOp)] _BlendOpAlphaFA ("ForwardAdd BlendOpAlpha", Int) = 4 [lilToggle] _ZClip ("ZClip", Int) = 1 [lilToggle] _ZWrite ("ZWrite", Int) = 1 [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Int) = 4 [IntRange] _StencilRef ("Stencil Reference Value", Range(0, 255)) = 0 [IntRange] _StencilReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255 [IntRange] _StencilWriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255 [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Compare Function", Float) = 8 [Enum(UnityEngine.Rendering.StencilOp)] _StencilPass ("Stencil Pass", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilFail ("Stencil Fail", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilZFail ("Stencil ZFail", Float) = 0 _OffsetFactor ("Offset Factor", Float) = 0 _OffsetUnits ("Offset Units", Float) = 0 [lilColorMask] _ColorMask ("Color Mask", Int) = 15 [lilToggle] _AlphaToMask ("AlphaToMask", Int) = 0 _lilShadowCasterBias ("Shadow Caster Bias", Float) = 0 //---------------------------------------------------------------------------------------------------------------------- // Outline Advanced [lilEnum] _OutlineCull ("Cull Mode|Off|Front|Back", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _OutlineSrcBlend ("SrcBlend", Int) = 5 [Enum(UnityEngine.Rendering.BlendMode)] _OutlineDstBlend ("DstBlend", Int) = 10 [Enum(UnityEngine.Rendering.BlendMode)] _OutlineSrcBlendAlpha ("SrcBlendAlpha", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _OutlineDstBlendAlpha ("DstBlendAlpha", Int) = 10 [Enum(UnityEngine.Rendering.BlendOp)] _OutlineBlendOp ("BlendOp", Int) = 0 [Enum(UnityEngine.Rendering.BlendOp)] _OutlineBlendOpAlpha ("BlendOpAlpha", Int) = 0 [Enum(UnityEngine.Rendering.BlendMode)] _OutlineSrcBlendFA ("ForwardAdd SrcBlend", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _OutlineDstBlendFA ("ForwardAdd DstBlend", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _OutlineSrcBlendAlphaFA ("ForwardAdd SrcBlendAlpha", Int) = 0 [Enum(UnityEngine.Rendering.BlendMode)] _OutlineDstBlendAlphaFA ("ForwardAdd DstBlendAlpha", Int) = 1 [Enum(UnityEngine.Rendering.BlendOp)] _OutlineBlendOpFA ("ForwardAdd BlendOp", Int) = 4 [Enum(UnityEngine.Rendering.BlendOp)] _OutlineBlendOpAlphaFA ("ForwardAdd BlendOpAlpha", Int) = 4 [lilToggle] _OutlineZClip ("ZClip", Int) = 1 [lilToggle] _OutlineZWrite ("ZWrite", Int) = 1 [Enum(UnityEngine.Rendering.CompareFunction)] _OutlineZTest ("ZTest", Int) = 2 [IntRange] _OutlineStencilRef ("Stencil Reference Value", Range(0, 255)) = 0 [IntRange] _OutlineStencilReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255 [IntRange] _OutlineStencilWriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255 [Enum(UnityEngine.Rendering.CompareFunction)] _OutlineStencilComp ("Stencil Compare Function", Float) = 8 [Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilPass ("Stencil Pass", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilFail ("Stencil Fail", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilZFail ("Stencil ZFail", Float) = 0 _OutlineOffsetFactor ("Offset Factor", Float) = 0 _OutlineOffsetUnits ("Offset Units", Float) = 0 [lilColorMask] _OutlineColorMask ("Color Mask", Int) = 15 [lilToggle] _OutlineAlphaToMask ("AlphaToMask", Int) = 0 //---------------------------------------------------------------------------------------------------------------------- // Pre [lilHDR] [MainColor] _PreColor ("Pre Color", Color) = (1,1,1,1) [lilEnum] _PreOutType ("Out Type|Normal|Flat|Mono", Int) = 0 _PreCutoff ("Pre Cutoff", Range(-0.001,1.001)) = 0.5 [lilEnum] _PreCull ("Cull Mode|Off|Front|Back", Int) = 2 [Enum(UnityEngine.Rendering.BlendMode)] _PreSrcBlend ("SrcBlend", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _PreDstBlend ("DstBlend", Int) = 10 [Enum(UnityEngine.Rendering.BlendMode)] _PreSrcBlendAlpha ("SrcBlendAlpha", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _PreDstBlendAlpha ("DstBlendAlpha", Int) = 10 [Enum(UnityEngine.Rendering.BlendOp)] _PreBlendOp ("BlendOp", Int) = 0 [Enum(UnityEngine.Rendering.BlendOp)] _PreBlendOpAlpha ("BlendOpAlpha", Int) = 0 [Enum(UnityEngine.Rendering.BlendMode)] _PreSrcBlendFA ("ForwardAdd SrcBlend", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _PreDstBlendFA ("ForwardAdd DstBlend", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _PreSrcBlendAlphaFA ("ForwardAdd SrcBlendAlpha", Int) = 0 [Enum(UnityEngine.Rendering.BlendMode)] _PreDstBlendAlphaFA ("ForwardAdd DstBlendAlpha", Int) = 1 [Enum(UnityEngine.Rendering.BlendOp)] _PreBlendOpFA ("ForwardAdd BlendOp", Int) = 4 [Enum(UnityEngine.Rendering.BlendOp)] _PreBlendOpAlphaFA ("ForwardAdd BlendOpAlpha", Int) = 4 [lilToggle] _PreZClip ("ZClip", Int) = 1 [lilToggle] _PreZWrite ("ZWrite", Int) = 1 [Enum(UnityEngine.Rendering.CompareFunction)] _PreZTest ("ZTest", Int) = 4 [IntRange] _PreStencilRef ("Stencil Reference Value", Range(0, 255)) = 0 [IntRange] _PreStencilReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255 [IntRange] _PreStencilWriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255 [Enum(UnityEngine.Rendering.CompareFunction)] _PreStencilComp ("Stencil Compare Function", Float) = 8 [Enum(UnityEngine.Rendering.StencilOp)] _PreStencilPass ("Stencil Pass", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _PreStencilFail ("Stencil Fail", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _PreStencilZFail ("Stencil ZFail", Float) = 0 _PreOffsetFactor ("Offset Factor", Float) = 0 _PreOffsetUnits ("Offset Units", Float) = 0 [lilColorMask] _PreColorMask ("Color Mask", Int) = 15 [lilToggle] _PreAlphaToMask ("AlphaToMask", Int) = 0 } SubShader { Tags {"RenderType" = "TransparentCutout" "Queue" = "AlphaTest+10"} UsePass "Hidden/ltspass_lite_transparent/FORWARD" UsePass "Hidden/ltspass_lite_transparent/FORWARD_ADD" } Fallback "Unlit/Texture" CustomEditor "lilToon.lilToonInspector" }