diff --git a/Assets/VRM/ShaderProperty/Runtime/VRM/VRM_MToon.cs b/Assets/VRM/ShaderProperty/Runtime/VRM/VRM_MToon.cs index aa9162ce6..9e6482781 100644 --- a/Assets/VRM/ShaderProperty/Runtime/VRM/VRM_MToon.cs +++ b/Assets/VRM/ShaderProperty/Runtime/VRM/VRM_MToon.cs @@ -15,7 +15,8 @@ namespace UniGLTF.ShaderPropExporter new ShaderProps { Properties = new ShaderProperty[]{ -new ShaderProperty("_Cutoff", ShaderPropertyType.Range) +new ShaderProperty("_MToonVersion",ShaderPropertyType.Float) +,new ShaderProperty("_Cutoff", ShaderPropertyType.Range) ,new ShaderProperty("_Color", ShaderPropertyType.Color) ,new ShaderProperty("_ShadeColor", ShaderPropertyType.Color) ,new ShaderProperty("_MainTex", ShaderPropertyType.TexEnv) @@ -30,6 +31,11 @@ new ShaderProperty("_Cutoff", ShaderPropertyType.Range) ,new ShaderProperty("_ShadeToony", ShaderPropertyType.Range) ,new ShaderProperty("_LightColorAttenuation", ShaderPropertyType.Range) ,new ShaderProperty("_IndirectLightIntensity", ShaderPropertyType.Range) +,new ShaderProperty("_RimColor",ShaderPropertyType.Color) +,new ShaderProperty("_RimTexture",ShaderPropertyType.TexEnv) +,new ShaderProperty("_RimLightingMix",ShaderPropertyType.Range) +,new ShaderProperty("_RimFresnelPower",ShaderPropertyType.Range) +,new ShaderProperty("_RimLift",ShaderPropertyType.Range) ,new ShaderProperty("_SphereAdd", ShaderPropertyType.TexEnv) ,new ShaderProperty("_EmissionColor", ShaderPropertyType.Color) ,new ShaderProperty("_EmissionMap", ShaderPropertyType.TexEnv) @@ -38,6 +44,10 @@ new ShaderProperty("_Cutoff", ShaderPropertyType.Range) ,new ShaderProperty("_OutlineScaledMaxDistance", ShaderPropertyType.Range) ,new ShaderProperty("_OutlineColor", ShaderPropertyType.Color) ,new ShaderProperty("_OutlineLightingMix", ShaderPropertyType.Range) +,new ShaderProperty("_UvAnimMaskTexture", ShaderPropertyType.TexEnv) +,new ShaderProperty("_UvAnimScrollX", ShaderPropertyType.Float) +,new ShaderProperty("_UvAnimScrollY", ShaderPropertyType.Float) +,new ShaderProperty("_UvAnimRotation", ShaderPropertyType.Float) ,new ShaderProperty("_DebugMode", ShaderPropertyType.Float) ,new ShaderProperty("_BlendMode", ShaderPropertyType.Float) ,new ShaderProperty("_OutlineWidthMode", ShaderPropertyType.Float)