HoloprojStreaming/Assets/lilToon/Shader/lts_furonly.shader

570 lines
45 KiB
GLSL

Shader "_lil/[Optional] lilToonFurOnlyTransparent"
{
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
[lilHDR] _BackfaceColor ("Color", Color) = (0,0,0,0)
_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)
//----------------------------------------------------------------------------------------------------------------------
// 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)
[lilHSVG] _MainTexHSVG ("Hue|Saturation|Value|Gamma", Vector) = (0,1,1,1)
_MainGradationStrength ("Gradation Strength", Range(0, 1)) = 0
[NoScaleOffset] _MainGradationTex ("Gradation Map", 2D) = "white" {}
[NoScaleOffset] _MainColorAdjustMask ("Adjust Mask", 2D) = "white" {}
//----------------------------------------------------------------------------------------------------------------------
// Main2nd
[lilToggleLeft] _UseMain2ndTex ("Use Main 2nd", Int) = 0
[lilHDR] _Color2nd ("Color", Color) = (1,1,1,1)
_Main2ndTex ("Texture", 2D) = "white" {}
[lilEnum] _Main2ndTex_UVMode ("UV Mode|UV0|UV1|UV2|UV3|MatCap", Int) = 0
[lilEnum] _Main2ndTex_Cull ("Cull Mode|Off|Front|Back", Int) = 0
[lilAngle] _Main2ndTexAngle ("Angle", Float) = 0
[lilDecalAnim] _Main2ndTexDecalAnimation ("Animation|X Size|Y Size|Frames|FPS", Vector) = (1,1,1,30)
[lilDecalSub] _Main2ndTexDecalSubParam ("Ratio X|Ratio Y|Fix Border", Vector) = (1,1,0,1)
[lilToggle] _Main2ndTexIsDecal ("As Decal", Int) = 0
[lilToggle] _Main2ndTexIsLeftOnly ("Left Only", Int) = 0
[lilToggle] _Main2ndTexIsRightOnly ("Right Only", Int) = 0
[lilToggle] _Main2ndTexShouldCopy ("Copy", Int) = 0
[lilToggle] _Main2ndTexShouldFlipMirror ("Flip Mirror", Int) = 0
[lilToggle] _Main2ndTexShouldFlipCopy ("Flip Copy", Int) = 0
[lilToggle] _Main2ndTexIsMSDF ("As MSDF", Int) = 0
[NoScaleOffset] _Main2ndBlendMask ("Mask", 2D) = "white" {}
[lilEnum] _Main2ndTexBlendMode ("Blend Mode|Normal|Add|Screen|Multiply", Int) = 0
_Main2ndEnableLighting ("Enable Lighting", Range(0, 1)) = 1
_Main2ndDissolveMask ("Dissolve Mask", 2D) = "white" {}
_Main2ndDissolveNoiseMask ("Dissolve Noise Mask", 2D) = "gray" {}
[lilUVAnim] _Main2ndDissolveNoiseMask_ScrollRotate ("Scroll", Vector) = (0,0,0,0)
_Main2ndDissolveNoiseStrength ("Dissolve Noise Strength", float) = 0.1
[lilHDR] _Main2ndDissolveColor ("Dissolve Color", Color) = (1,1,1,1)
[lilDissolve] _Main2ndDissolveParams ("Dissolve Mode|None|Alpha|UV|Position|Dissolve Shape|Point|Line|Border|Blur", Vector) = (0,0,0.5,0.1)
[lilDissolveP] _Main2ndDissolvePos ("Dissolve Position", Vector) = (0,0,0,0)
[lilFFFB] _Main2ndDistanceFade ("Start|End|Strength|Fix backface", Vector) = (0.1,0.01,0,0)
//----------------------------------------------------------------------------------------------------------------------
// Main3rd
[lilToggleLeft] _UseMain3rdTex ("Use Main 3rd", Int) = 0
[lilHDR] _Color3rd ("Color", Color) = (1,1,1,1)
_Main3rdTex ("Texture", 2D) = "white" {}
[lilAngle] _Main3rdTexAngle ("Angle", Float) = 0
[lilEnum] _Main3rdTex_UVMode ("UV Mode|UV0|UV1|UV2|UV3|MatCap", Int) = 0
[lilEnum] _Main3rdTex_Cull ("Cull Mode|Off|Front|Back", Int) = 0
[lilDecalAnim] _Main3rdTexDecalAnimation ("Animation|X Size|Y Size|Frames|FPS", Vector) = (1,1,1,30)
[lilDecalSub] _Main3rdTexDecalSubParam ("Ratio X|Ratio Y|Fix Border", Vector) = (1,1,0,1)
[lilToggle] _Main3rdTexIsDecal ("As Decal", Int) = 0
[lilToggle] _Main3rdTexIsLeftOnly ("Left Only", Int) = 0
[lilToggle] _Main3rdTexIsRightOnly ("Right Only", Int) = 0
[lilToggle] _Main3rdTexShouldCopy ("Copy", Int) = 0
[lilToggle] _Main3rdTexShouldFlipMirror ("Flip Mirror", Int) = 0
[lilToggle] _Main3rdTexShouldFlipCopy ("Flip Copy", Int) = 0
[lilToggle] _Main3rdTexIsMSDF ("As MSDF", Int) = 0
[NoScaleOffset] _Main3rdBlendMask ("Mask", 2D) = "white" {}
[lilEnum] _Main3rdTexBlendMode ("Blend Mode|Normal|Add|Screen|Multiply", Int) = 0
_Main3rdEnableLighting ("Enable Lighting", Range(0, 1)) = 1
_Main3rdDissolveMask ("Dissolve Mask", 2D) = "white" {}
_Main3rdDissolveNoiseMask ("Dissolve Noise Mask", 2D) = "gray" {}
[lilUVAnim] _Main3rdDissolveNoiseMask_ScrollRotate ("Scroll", Vector) = (0,0,0,0)
_Main3rdDissolveNoiseStrength ("Dissolve Noise Strength", float) = 0.1
[lilHDR] _Main3rdDissolveColor ("Dissolve Color", Color) = (1,1,1,1)
[lilDissolve] _Main3rdDissolveParams ("Dissolve Mode|None|Alpha|UV|Position|Dissolve Shape|Point|Line|Border|Blur", Vector) = (0,0,0.5,0.1)
[lilDissolveP] _Main3rdDissolvePos ("Dissolve Position", Vector) = (0,0,0,0)
[lilFFFB] _Main3rdDistanceFade ("Start|End|Strength|Fix backface", Vector) = (0.1,0.01,0,0)
//----------------------------------------------------------------------------------------------------------------------
// Alpha Mask
[lilEnumLabel] _AlphaMaskMode ("AlphaMask|", Int) = 0
_AlphaMask ("AlphaMask", 2D) = "white" {}
_AlphaMaskScale ("Scale", Float) = 1
_AlphaMaskValue ("Offset", Float) = 0
//----------------------------------------------------------------------------------------------------------------------
// NormalMap
[lilToggleLeft] _UseBumpMap ("Use Normal Map", Int) = 0
[Normal] _BumpMap ("Normal Map", 2D) = "bump" {}
_BumpScale ("Scale", Range(-10,10)) = 1
//----------------------------------------------------------------------------------------------------------------------
// NormalMap 2nd
[lilToggleLeft] _UseBump2ndMap ("Use Normal Map 2nd", Int) = 0
[Normal] _Bump2ndMap ("Normal Map", 2D) = "bump" {}
[lilEnum] _Bump2ndMap_UVMode ("UV Mode|UV0|UV1|UV2|UV3", Int) = 0
_Bump2ndScale ("Scale", Range(-10,10)) = 1
[NoScaleOffset] _Bump2ndScaleMask ("Mask", 2D) = "white" {}
//----------------------------------------------------------------------------------------------------------------------
// Anisotropy
[lilToggleLeft] _UseAnisotropy ("Use Anisotropy", Int) = 0
[Normal] _AnisotropyTangentMap ("Tangent Map", 2D) = "bump" {}
_AnisotropyScale ("Scale", Range(-1,1)) = 1
[NoScaleOffset] _AnisotropyScaleMask ("Scale Mask", 2D) = "white" {}
_AnisotropyTangentWidth ("Tangent Width", Range(0,10)) = 1
_AnisotropyBitangentWidth ("Bitangent Width", Range(0,10)) = 1
_AnisotropyShift ("Shift", Range(-10,10)) = 0
_AnisotropyShiftNoiseScale ("Shift Noise Scale", Range(-1,1)) = 0
_AnisotropySpecularStrength ("Specular Strength", Range(0,10)) = 1
_Anisotropy2ndTangentWidth ("2nd Tangent Width", Range(0,10)) = 1
_Anisotropy2ndBitangentWidth ("2nd Bitangent Width", Range(0,10)) = 1
_Anisotropy2ndShift ("2nd Shift", Range(-10,10)) = 0
_Anisotropy2ndShiftNoiseScale ("2nd Shift Noise Scale", Range(-1,1)) = 0
_Anisotropy2ndSpecularStrength ("2nd Specular Strength", Range(0,10)) = 0
_AnisotropyShiftNoiseMask ("Shift Noise Mask", 2D) = "white" {}
[lilToggle] _Anisotropy2Reflection ("Reflection", Int) = 0
[lilToggle] _Anisotropy2MatCap ("MatCap", Int) = 0
[lilToggle] _Anisotropy2MatCap2nd ("MatCap 2nd", Int) = 0
//----------------------------------------------------------------------------------------------------------------------
// Backlight
[lilToggleLeft] _UseBacklight ("Use Backlight", Int) = 0
[lilHDR] _BacklightColor ("Color", Color) = (0.85,0.8,0.7,1.0)
[NoScaleOffset] _BacklightColorTex ("Texture", 2D) = "white" {}
_BacklightMainStrength ("Blend Main", Range(0, 1)) = 0
_BacklightNormalStrength ("Normal Strength", Range(0, 1)) = 1.0
_BacklightBorder ("Border", Range(0, 1)) = 0.35
_BacklightBlur ("Blur", Range(0, 1)) = 0.05
_BacklightDirectivity ("Directivity", Float) = 5.0
_BacklightViewStrength ("View direction strength", Range(0, 1)) = 1
[lilToggle] _BacklightReceiveShadow ("Receive Shadow", Int) = 1
[lilToggle] _BacklightBackfaceMask ("Backface Mask", Int) = 1
//----------------------------------------------------------------------------------------------------------------------
// Shadow
[lilToggleLeft] _UseShadow ("Use Shadow", Int) = 0
_ShadowStrength ("Strength", Range(0, 1)) = 1
[NoScaleOffset] _ShadowStrengthMask ("Strength", 2D) = "white" {}
[lilLOD] _ShadowStrengthMaskLOD ("LOD", Range(0, 1)) = 0
[NoScaleOffset] _ShadowBorderMask ("Border", 2D) = "white" {}
[lilLOD] _ShadowBorderMaskLOD ("LOD", Range(0, 1)) = 0
[NoScaleOffset] _ShadowBlurMask ("Blur", 2D) = "white" {}
[lilLOD] _ShadowBlurMaskLOD ("LOD", Range(0, 1)) = 0
[lilFFFF] _ShadowAOShift ("1st Scale|1st Offset|2nd Scale|2nd Offset", Vector) = (1,0,1,0)
[lilFF] _ShadowAOShift2 ("3rd Scale|3rd Offset", Vector) = (1,0,1,0)
[lilToggle] _ShadowPostAO ("Post AO", Int) = 0
[lilEnum] _ShadowColorType ("Color Type|Normal|LUT", Int) = 0
_ShadowColor ("Shadow Color", Color) = (0.82,0.76,0.85,1.0)
[NoScaleOffset] _ShadowColorTex ("Shadow Color", 2D) = "black" {}
_ShadowNormalStrength ("Normal Strength", Range(0, 1)) = 1.0
_ShadowBorder ("Border", Range(0, 1)) = 0.5
_ShadowBlur ("Blur", Range(0, 1)) = 0.1
_ShadowReceive ("Receive Shadow", Range(0, 1)) = 0
_Shadow2ndColor ("2nd Color", Color) = (0.68,0.66,0.79,1)
[NoScaleOffset] _Shadow2ndColorTex ("2nd Color", 2D) = "black" {}
_Shadow2ndNormalStrength ("2nd Normal Strength", Range(0, 1)) = 1.0
_Shadow2ndBorder ("2nd Border", Range(0, 1)) = 0.15
_Shadow2ndBlur ("2nd Blur", Range(0, 1)) = 0.1
_Shadow2ndReceive ("Receive Shadow", Range(0, 1)) = 0
_Shadow3rdColor ("3rd Color", Color) = (0,0,0,0)
[NoScaleOffset] _Shadow3rdColorTex ("3rd Color", 2D) = "black" {}
_Shadow3rdNormalStrength ("3rd Normal Strength", Range(0, 1)) = 1.0
_Shadow3rdBorder ("3rd Border", Range(0, 1)) = 0.25
_Shadow3rdBlur ("3rd Blur", Range(0, 1)) = 0.1
_Shadow3rdReceive ("Receive Shadow", Range(0, 1)) = 0
_ShadowBorderColor ("Border Color", Color) = (1,0.1,0,1)
_ShadowBorderRange ("Border Range", Range(0, 1)) = 0.08
_ShadowMainStrength ("Contrast", Range(0, 1)) = 0
_ShadowEnvStrength ("Environment Strength", Range(0, 1)) = 0
[lilEnum] _ShadowMaskType ("Mask Type|Strength|Flat", Int) = 0
_ShadowFlatBorder ("Border", Range(-2, 2)) = 1
_ShadowFlatBlur ("Blur", Range(0.001, 2)) = 1
//----------------------------------------------------------------------------------------------------------------------
// Reflection
[lilToggleLeft] _UseReflection ("Use Reflection", Int) = 0
// Smoothness
_Smoothness ("Smoothness", Range(0, 1)) = 1
[NoScaleOffset] _SmoothnessTex ("Smoothness", 2D) = "white" {}
// Metallic
[Gamma] _Metallic ("Metallic", Range(0, 1)) = 0
[NoScaleOffset] _MetallicGlossMap ("Metallic", 2D) = "white" {}
// Reflectance
[Gamma] _Reflectance ("Reflectance", Range(0, 1)) = 0.04
// Reflection
_GSAAStrength ("GSAA", Range(0, 1)) = 0
[lilToggle] _ApplySpecular ("Apply Specular", Int) = 1
[lilToggle] _ApplySpecularFA ("Apply Specular in ForwardAdd", Int) = 1
[lilToggle] _SpecularToon ("Specular Toon", Int) = 1
_SpecularNormalStrength ("Normal Strength", Range(0, 1)) = 1.0
_SpecularBorder ("Border", Range(0, 1)) = 0.5
_SpecularBlur ("Blur", Range(0, 1)) = 0.0
[lilToggle] _ApplyReflection ("Apply Reflection", Int) = 0
_ReflectionNormalStrength ("Normal Strength", Range(0, 1)) = 1.0
[lilHDR] _ReflectionColor ("Color", Color) = (1,1,1,1)
[NoScaleOffset] _ReflectionColorTex ("Color", 2D) = "white" {}
[lilToggle] _ReflectionApplyTransparency ("Apply Transparency", Int) = 1
[NoScaleOffset] _ReflectionCubeTex ("Cubemap Fallback", Cube) = "black" {}
[lilHDR] _ReflectionCubeColor ("Color", Color) = (0,0,0,1)
[lilToggle] _ReflectionCubeOverride ("Override", Int) = 0
_ReflectionCubeEnableLighting ("Enable Lighting", Range(0, 1)) = 1
[lilEnum] _ReflectionBlendMode ("Blend Mode|Normal|Add|Screen|Multiply", Int) = 1
//----------------------------------------------------------------------------------------------------------------------
// MatCap
[lilToggleLeft] _UseMatCap ("Use MatCap", Int) = 0
[lilHDR] _MatCapColor ("Color", Color) = (1,1,1,1)
_MatCapTex ("Texture", 2D) = "white" {}
_MatCapMainStrength ("Blend Main", Range(0, 1)) = 0
[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
_MatCapBlend ("Blend", Range(0, 1)) = 1
[NoScaleOffset] _MatCapBlendMask ("Mask", 2D) = "white" {}
_MatCapEnableLighting ("Enable Lighting", Range(0, 1)) = 1
_MatCapShadowMask ("Shadow Mask", Range(0, 1)) = 0
[lilToggle] _MatCapBackfaceMask ("Backface Mask", Int) = 0
_MatCapLod ("Blur", Range(0, 10)) = 0
[lilEnum] _MatCapBlendMode ("Blend Mode|Normal|Add|Screen|Multiply", Int) = 1
[lilToggle] _MatCapApplyTransparency ("Apply Transparency", Int) = 1
_MatCapNormalStrength ("Normal Strength", Range(0, 1)) = 1.0
[lilToggle] _MatCapCustomNormal ("MatCap Custom Normal Map", Int) = 0
[Normal] _MatCapBumpMap ("Normal Map", 2D) = "bump" {}
_MatCapBumpScale ("Scale", Range(-10,10)) = 1
//----------------------------------------------------------------------------------------------------------------------
// MatCap 2nd
[lilToggleLeft] _UseMatCap2nd ("Use MatCap 2nd", Int) = 0
[lilHDR] _MatCap2ndColor ("Color", Color) = (1,1,1,1)
_MatCap2ndTex ("Texture", 2D) = "white" {}
_MatCap2ndMainStrength ("Blend Main", Range(0, 1)) = 0
[lilVec2R] _MatCap2ndBlendUV1 ("Blend UV1", Vector) = (0,0,0,0)
[lilToggle] _MatCap2ndZRotCancel ("Z-axis rotation cancellation", Int) = 1
[lilToggle] _MatCap2ndPerspective ("Fix Perspective", Int) = 1
_MatCap2ndVRParallaxStrength ("VR Parallax Strength", Range(0, 1)) = 1
_MatCap2ndBlend ("Blend", Range(0, 1)) = 1
[NoScaleOffset] _MatCap2ndBlendMask ("Mask", 2D) = "white" {}
_MatCap2ndEnableLighting ("Enable Lighting", Range(0, 1)) = 1
_MatCap2ndShadowMask ("Shadow Mask", Range(0, 1)) = 0
[lilToggle] _MatCap2ndBackfaceMask ("Backface Mask", Int) = 0
_MatCap2ndLod ("Blur", Range(0, 10)) = 0
[lilEnum] _MatCap2ndBlendMode ("Blend Mode|Normal|Add|Screen|Multiply", Int) = 1
[lilToggle] _MatCap2ndApplyTransparency ("Apply Transparency", Int) = 1
_MatCap2ndNormalStrength ("Normal Strength", Range(0, 1)) = 1.0
[lilToggle] _MatCap2ndCustomNormal ("MatCap Custom Normal Map", Int) = 0
[Normal] _MatCap2ndBumpMap ("Normal Map", 2D) = "bump" {}
_MatCap2ndBumpScale ("Scale", Range(-10,10)) = 1
//----------------------------------------------------------------------------------------------------------------------
// Rim
[lilToggleLeft] _UseRim ("Use Rim", Int) = 0
[lilHDR] _RimColor ("Color", Color) = (0.66,0.5,0.48,1)
[NoScaleOffset] _RimColorTex ("Texture", 2D) = "white" {}
_RimMainStrength ("Blend Main", Range(0, 1)) = 0
_RimNormalStrength ("Normal Strength", Range(0, 1)) = 1.0
_RimBorder ("Border", Range(0, 1)) = 0.5
_RimBlur ("Blur", Range(0, 1)) = 0.65
[PowerSlider(3.0)]_RimFresnelPower ("Fresnel Power", Range(0.01, 50)) = 3.5
_RimEnableLighting ("Enable Lighting", Range(0, 1)) = 1
_RimShadowMask ("Shadow Mask", Range(0, 1)) = 0.5
[lilToggle] _RimBackfaceMask ("Backface Mask", Int) = 1
_RimVRParallaxStrength ("VR Parallax Strength", Range(0, 1)) = 1
[lilToggle] _RimApplyTransparency ("Apply Transparency", Int) = 1
_RimDirStrength ("Light direction strength", Range(0, 1)) = 0
_RimDirRange ("Direction range", Range(-1, 1)) = 0
_RimIndirRange ("Indirection range", Range(-1, 1)) = 0
[lilHDR] _RimIndirColor ("Indirection Color", Color) = (1,1,1,1)
_RimIndirBorder ("Indirection Border", Range(0, 1)) = 0.5
_RimIndirBlur ("Indirection Blur", Range(0, 1)) = 0.1
//----------------------------------------------------------------------------------------------------------------------
// Glitter
[lilToggleLeft] _UseGlitter ("Use Glitter", Int) = 0
[lilEnum] _GlitterUVMode ("UV Mode|UV0|UV1", Int) = 0
[lilHDR] _GlitterColor ("Color", Color) = (1,1,1,1)
_GlitterColorTex ("Texture", 2D) = "white" {}
[lilEnum] _GlitterColorTex_UVMode ("UV Mode|UV0|UV1|UV2|UV3", Int) = 0
_GlitterMainStrength ("Main Color Strength", Range(0, 1)) = 0
_GlitterNormalStrength ("Normal Strength", Range(0, 1)) = 1.0
_GlitterScaleRandomize ("Scale Randomize", Range(0, 1)) = 0
[lilToggle] _GlitterApplyShape ("Apply Shape", Int) = 0
_GlitterShapeTex ("Texture", 2D) = "white" {}
[lilVec2] _GlitterAtras ("Atras", Vector) = (1,1,0,0)
[lilToggle] _GlitterAngleRandomize ("Angle Randomize", Int) = 0
[lilGlitParam1] _GlitterParams1 ("Tiling|Particle Size|Contrast", Vector) = (256,256,0.16,50)
[lilGlitParam2] _GlitterParams2 ("Blink Speed|Angle|Blend Light Direction|Color Randomness", Vector) = (0.25,0,0,0)
_GlitterPostContrast ("Post Contrast", Float) = 1
_GlitterSensitivity ("Sensitivity", Float) = 0.25
_GlitterEnableLighting ("Enable Lighting", Range(0, 1)) = 1
_GlitterShadowMask ("Shadow Mask", Range(0, 1)) = 0
[lilToggle] _GlitterBackfaceMask ("Backface Mask", Int) = 0
[lilToggle] _GlitterApplyTransparency ("Apply Transparency", Int) = 1
_GlitterVRParallaxStrength ("VR Parallax Strength", 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
_EmissionMainStrength ("Main Color Strength", Range(0, 1)) = 0
_EmissionBlend ("Blend", Range(0,1)) = 1
_EmissionBlendMask ("Mask", 2D) = "white" {}
[lilUVAnim] _EmissionBlendMask_ScrollRotate ("Angle|UV Animation|Scroll|Rotate", Vector) = (0,0,0,0)
[lilBlink] _EmissionBlink ("Blink Strength|Blink Type|Blink Speed|Blink Offset", Vector) = (0,0,3.141593,0)
[lilToggle] _EmissionUseGrad ("Use Gradation", Int) = 0
[NoScaleOffset] _EmissionGradTex ("Gradation Texture", 2D) = "white" {}
_EmissionGradSpeed ("Gradation Speed", Float) = 1
_EmissionParallaxDepth ("Parallax Depth", float) = 0
_EmissionFluorescence ("Fluorescence", 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 ("Use Emission 2nd", Int) = 0
[HDR][lilHDR] _Emission2ndColor ("Color", Color) = (1,1,1,1)
_Emission2ndMap ("Texture", 2D) = "white" {}
[lilUVAnim] _Emission2ndMap_ScrollRotate ("Angle|UV Animation|Scroll|Rotate", Vector) = (0,0,0,0)
[lilEnum] _Emission2ndMap_UVMode ("UV Mode|UV0|UV1|UV2|UV3|Rim", Int) = 0
_Emission2ndMainStrength ("Main Color Strength", Range(0, 1)) = 0
_Emission2ndBlend ("Blend", Range(0,1)) = 1
_Emission2ndBlendMask ("Mask", 2D) = "white" {}
[lilUVAnim] _Emission2ndBlendMask_ScrollRotate ("Angle|UV Animation|Scroll|Rotate", Vector) = (0,0,0,0)
[lilBlink] _Emission2ndBlink ("Blink Strength|Blink Type|Blink Speed|Blink Offset", Vector) = (0,0,3.141593,0)
[lilToggle] _Emission2ndUseGrad ("Use Gradation", Int) = 0
[NoScaleOffset] _Emission2ndGradTex ("Gradation Texture", 2D) = "white" {}
_Emission2ndGradSpeed ("Gradation Speed", Float) = 1
_Emission2ndParallaxDepth ("Parallax Depth", float) = 0
_Emission2ndFluorescence ("Fluorescence", 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 ("Use Parallax", Int) = 0
[lilToggle] _UsePOM ("Use POM", Int) = 0
[NoScaleOffset] _ParallaxMap ("Parallax Map", 2D) = "gray" {}
_Parallax ("Parallax Scale", float) = 0.02
_ParallaxOffset ("Parallax Offset", float) = 0.5
//----------------------------------------------------------------------------------------------------------------------
// Distance Fade
[lilHDR] _DistanceFadeColor ("Color", Color) = (0,0,0,1)
[lilFFFB] _DistanceFade ("Start|End|Strength|Fix backface", Vector) = (0.1,0.01,0,0)
//----------------------------------------------------------------------------------------------------------------------
// AudioLink
[lilToggleLeft] _UseAudioLink ("Use AudioLink", Int) = 0
[lilFRFR] _AudioLinkDefaultValue ("Strength|Blink Strength|Blink Speed|Blink Threshold", Vector) = (0.0,0.0,2.0,0.75)
[lilEnum] _AudioLinkUVMode ("UV Mode|None|Rim|UV|Mask|Mask Spectrum|Position", Int) = 1
[lilALUVParams] _AudioLinkUVParams ("Scale|Offset|Angle|Band|Bass|Low Mid|High Mid|Treble", Vector) = (0.25,0,0,0.125)
[lilVec3] _AudioLinkStart ("Start Position", Vector) = (0.0,0.0,0.0,0.0)
[NoScaleOffset] _AudioLinkMask ("Mask", 2D) = "blue" {}
[lilToggle] _AudioLink2Main2nd ("Main 2nd", Int) = 0
[lilToggle] _AudioLink2Main3rd ("Main 3rd", Int) = 0
[lilToggle] _AudioLink2Emission ("Emission", Int) = 0
[lilToggle] _AudioLink2EmissionGrad ("Emission Grad", Int) = 0
[lilToggle] _AudioLink2Emission2nd ("Emission 2nd", Int) = 0
[lilToggle] _AudioLink2Emission2ndGrad ("Emission 2nd Grad", Int) = 0
[lilToggle] _AudioLink2Vertex ("Vertex", Int) = 0
[lilEnum] _AudioLinkVertexUVMode ("UV Mode|None|Position|UV|Mask", Int) = 1
[lilALUVParams] _AudioLinkVertexUVParams ("Scale|Offset|Angle|Band|Bass|Low Mid|High Mid|Treble", Vector) = (0.25,0,0,0.125)
[lilVec3] _AudioLinkVertexStart ("Start Position", Vector) = (0.0,0.0,0.0,0.0)
[lilVec3Float] _AudioLinkVertexStrength ("Moving Vector|Normal Strength", Vector) = (0.0,0.0,0.0,1.0)
[lilToggle] _AudioLinkAsLocal ("As Local", Int) = 0
[NoScaleOffset] _AudioLinkLocalMap ("Local Map", 2D) = "black" {}
[lilALLocal] _AudioLinkLocalMapParams ("BPM|Notes|Offset", 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 ("Dissolve Color", Color) = (1,1,1,1)
[lilDissolve] _DissolveParams ("Dissolve Mode|None|Alpha|UV|Position|Dissolve Shape|Point|Line|Border|Blur", Vector) = (0,0,0.5,0.1)
[lilDissolveP] _DissolvePos ("Dissolve Position", Vector) = (0,0,0,0)
//----------------------------------------------------------------------------------------------------------------------
// Encryption
[lilToggle] _IgnoreEncryption ("Ignore Encryption", Int) = 0
_Keys ("Keys", Vector) = (0,0,0,0)
//----------------------------------------------------------------------------------------------------------------------
// Outline
[lilHDR] _OutlineColor ("Outline Color", Color) = (0.6,0.56,0.73,1)
_OutlineTex ("Texture", 2D) = "white" {}
[lilUVAnim] _OutlineTex_ScrollRotate ("Angle|UV Animation|Scroll|Rotate", Vector) = (0,0,0,0)
[lilHSVG] _OutlineTexHSVG ("Hue|Saturation|Value|Gamma", Vector) = (0,1,1,1)
[lilHDR] _OutlineLitColor ("Lit Color", Color) = (1.0,0.2,0,0)
[lilToggle] _OutlineLitApplyTex ("Apply Tex", Int) = 0
_OutlineLitScale ("Scale", Float) = 10
_OutlineLitOffset ("Offset", Float) = -8
[lilToggle] _OutlineLitShadowReceive ("Receive Shadow", Int) = 0
[lilOLWidth] _OutlineWidth ("Width", Range(0,1)) = 0.08
[NoScaleOffset] _OutlineWidthMask ("Width", 2D) = "white" {}
_OutlineFixWidth ("Fix Width", Range(0,1)) = 0.5
[lilEnum] _OutlineVertexR2Width ("Vertex Color|None|R|RGBA", Int) = 0
[lilToggle] _OutlineDeleteMesh ("Delete Mesh", 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 ("Enable Lighting", Range(0, 1)) = 1
_OutlineZBias ("Z Bias", Float) = 0
[lilToggle] _OutlineDisableInVR ("Disable in VR", Int) = 0
//----------------------------------------------------------------------------------------------------------------------
// Tessellation
_TessEdge ("Tessellation Edge", Range(1, 100)) = 10
_TessStrength ("Tessellation Strength", Range(0, 1)) = 0.5
_TessShrink ("Tessellation Shrink", Range(0, 1)) = 0.0
[IntRange] _TessFactorMax ("Tessellation Max", 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 ("Use Clipping Canceller", Int) = 0
[lilToggle] _AsOverlay ("As Overlay", Int) = 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
//----------------------------------------------------------------------------------------------------------------------
// Fur
_FurNoiseMask ("Noise", 2D) = "white" {}
[NoScaleOffset] _FurMask ("Mask", 2D) = "white" {}
[NoScaleOffset] _FurLengthMask ("Length Mask", 2D) = "white" {}
[NoScaleOffset][Normal] _FurVectorTex ("Vector", 2D) = "bump" {}
_FurVectorScale ("Vector scale", Range(-10,10)) = 1
[lilVec3Float] _FurVector ("Vector|Length", Vector) = (0.0,0.0,1.0,0.02)
[lilToggle] _VertexColor2FurVector ("VertexColor->Vector", Int) = 0
_FurGravity ("Gravity", Range(0,1)) = 0.25
_FurRandomize ("Randomize", Float) = 0
_FurAO ("AO", Range(0,1)) = 0
[lilEnum] _FurMeshType ("Mesh Type|Subdivision|Shrink", Int) = 1
[IntRange] _FurLayerNum ("Layer Num", Range(1, 6)) = 2
_FurRootOffset ("Root Offset", Range(-1,0)) = 0
_FurCutoutLength ("Cutout Length", Float) = 0.8
_FurTouchStrength ("Touch Strength", Range(0, 1)) = 0
//----------------------------------------------------------------------------------------------------------------------
// Fur Advanced
[lilEnum] _FurCull ("Cull Mode|Off|Front|Back", Int) = 0
[Enum(UnityEngine.Rendering.BlendMode)] _FurSrcBlend ("SrcBlend", Int) = 5
[Enum(UnityEngine.Rendering.BlendMode)] _FurDstBlend ("DstBlend", Int) = 10
[Enum(UnityEngine.Rendering.BlendMode)] _FurSrcBlendAlpha ("SrcBlendAlpha", Int) = 1
[Enum(UnityEngine.Rendering.BlendMode)] _FurDstBlendAlpha ("DstBlendAlpha", Int) = 10
[Enum(UnityEngine.Rendering.BlendOp)] _FurBlendOp ("BlendOp", Int) = 0
[Enum(UnityEngine.Rendering.BlendOp)] _FurBlendOpAlpha ("BlendOpAlpha", Int) = 0
[Enum(UnityEngine.Rendering.BlendMode)] _FurSrcBlendFA ("ForwardAdd SrcBlend", Int) = 1
[Enum(UnityEngine.Rendering.BlendMode)] _FurDstBlendFA ("ForwardAdd DstBlend", Int) = 1
[Enum(UnityEngine.Rendering.BlendMode)] _FurSrcBlendAlphaFA ("ForwardAdd SrcBlendAlpha", Int) = 0
[Enum(UnityEngine.Rendering.BlendMode)] _FurDstBlendAlphaFA ("ForwardAdd DstBlendAlpha", Int) = 1
[Enum(UnityEngine.Rendering.BlendOp)] _FurBlendOpFA ("ForwardAdd BlendOp", Int) = 4
[Enum(UnityEngine.Rendering.BlendOp)] _FurBlendOpAlphaFA ("ForwardAdd BlendOpAlpha", Int) = 4
[lilToggle] _FurZClip ("ZClip", Int) = 1
[lilToggle] _FurZWrite ("ZWrite", Int) = 0
[Enum(UnityEngine.Rendering.CompareFunction)] _FurZTest ("ZTest", Int) = 4
[IntRange] _FurStencilRef ("Stencil Reference Value", Range(0, 255)) = 0
[IntRange] _FurStencilReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255
[IntRange] _FurStencilWriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255
[Enum(UnityEngine.Rendering.CompareFunction)] _FurStencilComp ("Stencil Compare Function", Float) = 8
[Enum(UnityEngine.Rendering.StencilOp)] _FurStencilPass ("Stencil Pass", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _FurStencilFail ("Stencil Fail", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _FurStencilZFail ("Stencil ZFail", Float) = 0
_FurOffsetFactor ("Offset Factor", Float) = 0
_FurOffsetUnits ("Offset Units", Float) = 0
[lilColorMask] _FurColorMask ("Color Mask", Int) = 15
[lilToggle] _FurAlphaToMask ("AlphaToMask", Int) = 0
}
SubShader
{
Tags {"RenderType" = "TransparentCutout" "Queue" = "Transparent"}
UsePass "Hidden/lilToonFur/FORWARD_FUR"
UsePass "Hidden/lilToonFur/FORWARD_ADD_FUR"
}
Fallback "Unlit/Texture"
CustomEditor "lilToon.lilToonInspector"
}