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("alphaCutoff", Range(0, 1)) = 0.5 // Unity specified name + _RenderQueueOffset ("mtoon.renderQueueOffsetNumber", Int) = 0 + _DoubleSided ("doubleSided", Int) = 0 + + // Lighting + _Color ("pbrMetallicRoughness.baseColorFactor", Color) = (1, 1, 1, 1) // Unity specified name + _MainTex ("pbrMetallicRoughness.baseColorTexture", 2D) = "white" {} // Unity specified name + _ShadeColor ("mtoon.shadeColorFactor", Color) = (1, 1, 1, 1) + _ShadeTex ("mtoon.shadeMultiplyTexture", 2D) = "white" {} + [Normal] _BumpMap ("normalTexture", 2D) = "bump" {} // Unity specified name + _BumpScale ("normalTexture.scale", Float) = 1.0 // Unity specified name + _ShadingShiftFactor ("mtoon.shadingShiftFactor", Range(-1, 1)) = -0.05 + _ShadingShiftTex ("mtoon.shadingShiftTexture", 2D) = "black" {} // channel R + _ShadingShiftTexScale ("mtoon.shadingShiftTexture.scale", Float) = 1 + _ShadingToonyFactor ("mtoon.shadingToonyFactor", Range(0, 1)) = 0.95 + + // GI + _GiEqualization ("mtoon.giEqualizationFactor", Range(0, 1)) = 0.9 + + // Emission + [HDR] _EmissionColor ("emissiveFactor", Color) = (0, 0, 0, 1) // Unity specified name + _EmissionMap ("emissiveTexture", 2D) = "white" {} // Unity specified name + + // Rim Lighting + _MatcapColor ("mtoon.matcapFactor", Color) = (0, 0, 0, 1) + _MatcapTex ("mtoon.matcapTexture", 2D) = "black" {} + _RimColor ("mtoon.parametricRimColorFactor", Color) = (0, 0, 0, 1) + _RimFresnelPower ("mtoon.parametricRimFresnelPowerFactor", Range(0, 100)) = 5.0 + _RimLift ("mtoon.parametricRimLiftFactor", Range(0, 1)) = 0 + _RimTex ("mtoon.rimMultiplyTexture", 2D) = "white" {} + _RimLightingMix ("mtoon.rimLightingMixFactor", Range(0, 1)) = 1 + + // Outline + _OutlineWidthMode ("mtoon.outlineWidthMode", Int) = 0 + [PowerSlider(2.2)] _OutlineWidth ("mtoon.outlineWidthFactor", Range(0, 0.05)) = 0 + _OutlineWidthTex ("mtoon.outlineWidthMultiplyTexture", 2D) = "white" {} // channel G + _OutlineColor ("mtoon.outlineColorFactor", Color) = (0, 0, 0, 1) + _OutlineLightingMix ("mtoon.outlineLightingMixFactor", Range(0, 1)) = 1 + + // UV Animation + _UvAnimMaskTex ("mtoon.uvAnimationMaskTexture", 2D) = "white" {} // channel B + _UvAnimScrollXSpeed ("mtoon.uvAnimationScrollXSpeedFactor", Float) = 0 + _UvAnimScrollYSpeed ("mtoon.uvAnimationScrollYSpeedFactor", Float) = 0 + _UvAnimRotationSpeed ("mtoon.uvAnimationRotationSpeedFactor", Float) = 0 + + // Unity ShaderPass Mode + _M_CullMode ("_CullMode", Float) = 2.0 + _M_SrcBlend ("_SrcBlend", Float) = 1.0 + _M_DstBlend ("_DstBlend", Float) = 0.0 + _M_ZWrite ("_ZWrite", Float) = 1.0 + _M_AlphaToMask ("_AlphaToMask", Float) = 0.0 + + // etc + _M_DebugMode ("_DebugMode", Float) = 0.0 + + // for Editor + _M_EditMode ("_EditMode", Float) = 0.0 + } + + // Shader Model 3.0 + SubShader + { + Tags { "RenderType" = "Opaque" "Queue" = "Geometry" } + + // Built-in Forward Base Pass + Pass + { + Name "FORWARD_BASE" + Tags { "LightMode" = "ForwardBase" } + + Cull [_M_CullMode] + Blend [_M_SrcBlend] [_M_DstBlend] + ZWrite 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