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define MToon10 properties according to schema
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@ -2,69 +2,82 @@ Shader "VRM10/vrmc_materials_mtoon"
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{
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Properties
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{
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_Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5
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_Color ("Lit Color + Alpha", Color) = (1,1,1,1)
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_ShadeColor ("Shade Color", Color) = (0.97, 0.81, 0.86, 1)
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[NoScaleOffset] _MainTex ("Lit Texture + Alpha", 2D) = "white" {}
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[NoScaleOffset] _ShadeTexture ("Shade Texture", 2D) = "white" {}
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_BumpScale ("Normal Scale", Float) = 1.0
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[Normal] _BumpMap ("Normal Texture", 2D) = "bump" {}
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_ReceiveShadowRate ("Receive Shadow", Range(0, 1)) = 1
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[NoScaleOffset] _ReceiveShadowTexture ("Receive Shadow Texture", 2D) = "white" {}
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_ShadingGradeRate ("Shading Grade", Range(0, 1)) = 1
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[NoScaleOffset] _ShadingGradeTexture ("Shading Grade Texture", 2D) = "white" {}
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_ShadeShift ("Shade Shift", Range(-1, 1)) = 0
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_ShadeToony ("Shade Toony", Range(0, 1)) = 0.9
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_LightColorAttenuation ("Light Color Attenuation", Range(0, 1)) = 0
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_IndirectLightIntensity ("Indirect Light Intensity", Range(0, 1)) = 0.1
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[HDR] _RimColor ("Rim Color", Color) = (0,0,0)
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[NoScaleOffset] _RimTexture ("Rim Texture", 2D) = "white" {}
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_RimLightingMix ("Rim Lighting Mix", Range(0, 1)) = 0
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[PowerSlider(4.0)] _RimFresnelPower ("Rim Fresnel Power", Range(0, 100)) = 1
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_RimLift ("Rim Lift", Range(0, 1)) = 0
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[NoScaleOffset] _SphereAdd ("Sphere Texture(Add)", 2D) = "black" {}
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[HDR] _EmissionColor ("Color", Color) = (0,0,0)
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[NoScaleOffset] _EmissionMap ("Emission", 2D) = "white" {}
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[NoScaleOffset] _OutlineWidthTexture ("Outline Width Tex", 2D) = "white" {}
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_OutlineWidth ("Outline Width", Range(0.01, 1)) = 0.5
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_OutlineScaledMaxDistance ("Outline Scaled Max Distance", Range(1, 10)) = 1
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineLightingMix ("Outline Lighting Mix", Range(0, 1)) = 1
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[NoScaleOffset] _UvAnimMaskTexture ("UV Animation Mask", 2D) = "white" {}
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_UvAnimScrollX ("UV Animation Scroll X", Float) = 0
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_UvAnimScrollY ("UV Animation Scroll Y", Float) = 0
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_UvAnimRotation ("UV Animation Rotation", Float) = 0
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// Rendering
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_AlphaMode ("alphaMode", Int) = 0
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_TransparentWithZWrite ("mtoon.transparentWithZWrite", Int) = 0
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_Cutoff ("alphaCutoff", Range(0, 1)) = 0.5 // Unity specified name
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_RenderQueueOffset ("mtoon.renderQueueOffsetNumber", Int) = 0
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_DoubleSided ("doubleSided", Int) = 0
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[HideInInspector] _MToonVersion ("_MToonVersion", Float) = 35
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[HideInInspector] _DebugMode ("_DebugMode", Float) = 0.0
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[HideInInspector] _BlendMode ("_BlendMode", Float) = 0.0
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[HideInInspector] _OutlineWidthMode ("_OutlineWidthMode", Float) = 0.0
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[HideInInspector] _OutlineColorMode ("_OutlineColorMode", Float) = 0.0
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[HideInInspector] _CullMode ("_CullMode", Float) = 2.0
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[HideInInspector] _OutlineCullMode ("_OutlineCullMode", Float) = 1.0
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[HideInInspector] _SrcBlend ("_SrcBlend", Float) = 1.0
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[HideInInspector] _DstBlend ("_DstBlend", Float) = 0.0
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[HideInInspector] _ZWrite ("_ZWrite", Float) = 1.0
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[HideInInspector] _AlphaToMask ("_AlphaToMask", Float) = 0.0
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// Lighting
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_Color ("pbrMetallicRoughness.baseColorFactor", Color) = (1,1,1,1) // Unity specified name
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_MainTex ("pbrMetallicRoughness.baseColorTexture", 2D) = "white" {} // Unity specified name
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_ShadeColor ("mtoon.shadeColorFactor", Color) = (1, 1, 1, 1)
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_ShadeTex ("mtoon.shadeMultiplyTexture", 2D) = "white" {}
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[Normal] _BumpMap ("normalTexture", 2D) = "bump" {} // Unity specified name
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_BumpScale ("normalTexture.scale", Float) = 1.0 // Unity specified name
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_ShadingShiftColor ("mtoon.shadingShiftFactor", Range(0, 1)) = 0
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_ShadingShiftTex ("mtoon.shadingShiftTexture", 2D) = "black" {} // channel R
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_ShadingShiftTexScale ("mtoon.shadingShiftTexture.scale", Float) = 1
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_ShadingToonyColor ("mtoon.shadingToonyFactor", Range(0, 1)) = 0.9
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// _ShadingToonyTex ("mtoon.shadingToonyTexture", 2D) = "black" {} // parameter texture // need?
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// _ShadingToonyTexScale ("mtoon.shadingToonyTexture.scale", Float) = 1 // need?
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// GI
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_GiEqualization ("mtoon.giEqualizationFactor", Range(0, 1)) = 0.9
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// Emission
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_EmissionColor ("emissiveFactor", Color) = (0, 0, 0) // Unity specified name
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_EmissionMap ("emissiveTexture", 2D) = "white" {} // Unity specified name
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// Rim Lighting
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_RimMatcapTex ("mtoon.matcapTexture", 2D) = "black" {}
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_RimColor ("mtoon.parametricRimColorFactor", Color) = (0, 0, 0)
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_RimFresnelPower ("mtoon.parametricRimFresnelPowerFactor", Float) = 5.0
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_RimLift ("mtoon.parametricRimLiftFactor", Float) = 0
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_RimTex ("mtoon.rimMultiplyTexture", 2D) = "white" {}
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_RimLightingMix ("mtoon.rimLightingMixFactor", Float) = 1
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// Outline
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_OutlineWidthMode ("mtoon.outlineWidthMode", Int) = 0
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_OutlineWidth ("mtoon.outlineWidthFactor", Float) = 0
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_OutlineWidthTex ("mtoon.outlineWidthMultiplyTexture", 2D) = "white" {} // channel G
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_OutlineColor ("mtoon.outlineColorFactor", Color) = (0, 0, 0)
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_OutlineLightingMix ("mtoon.outlineLightingMixFactor", Float) = 1 // default 0
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// UV Animation
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_UvAnimMaskTex ("mtoon.uvAnimationMaskTexture", 2D) = "white" {} // channel B
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_UvAnimScrollXSpeed ("mtoon.uvAnimationScrollXSpeedFactor", Float) = 0
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_UvAnimScrollYSpeed ("mtoon.uvAnimationScrollYSpeedFactor", Float) = 0
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_UvAnimRotationSpeed ("mtoon.uvAnimationRotationSpeedFactor", Float) = 0
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// Unity ShaderPass Mode
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[HideInInspector] _M_CullMode ("_CullMode", Float) = 2.0
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[HideInInspector] _M_SrcBlend ("_SrcBlend", Float) = 1.0
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[HideInInspector] _M_DstBlend ("_DstBlend", Float) = 0.0
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[HideInInspector] _M_ZWrite ("_ZWrite", Float) = 1.0
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[HideInInspector] _M_AlphaToMask ("_AlphaToMask", Float) = 0.0
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// etc
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[HideInInspector] _M_DebugMode ("_DebugMode", Float) = 0.0
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}
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// for SM 3.0
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SubShader
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{
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Tags { "RenderType" = "Opaque" "Queue" = "Geometry" }
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// Forward Base
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// Built-in Forward Base Pass
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Pass
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{
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Name "FORWARD_BASE"
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Tags { "LightMode" = "ForwardBase" }
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Cull [_CullMode]
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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Cull [_M_CullMode]
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Blend [_M_SrcBlend] [_M_DstBlend]
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ZWrite [_M_ZWrite]
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ZTest LEqual
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BlendOp Add, Max
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AlphaToMask [_AlphaToMask]
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AlphaToMask [_M_AlphaToMask]
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CGPROGRAM
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#pragma target 3.0
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@ -81,19 +94,19 @@ Shader "VRM10/vrmc_materials_mtoon"
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}
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// Forward Base Outline Pass
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// Built-in Forward Base Outline Pass
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Pass
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{
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Name "FORWARD_BASE_ONLY_OUTLINE"
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Tags { "LightMode" = "ForwardBase" }
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Cull [_OutlineCullMode]
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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Cull Front
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Blend [_M_SrcBlend] [_M_DstBlend]
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ZWrite [_M_ZWrite]
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ZTest LEqual
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Offset 1, 1
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BlendOp Add, Max
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AlphaToMask [_AlphaToMask]
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AlphaToMask [_M_AlphaToMask]
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CGPROGRAM
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#pragma target 3.0
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@ -113,18 +126,18 @@ Shader "VRM10/vrmc_materials_mtoon"
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}
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// Forward Add
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// Built-in Forward Add Pass
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Pass
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{
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Name "FORWARD_ADD"
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Tags { "LightMode" = "ForwardAdd" }
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Cull [_CullMode]
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Blend [_SrcBlend] One
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Cull [_M_CullMode]
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Blend [_M_SrcBlend] One
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ZWrite Off
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ZTest LEqual
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BlendOp Add, Max
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AlphaToMask [_AlphaToMask]
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AlphaToMask [_M_AlphaToMask]
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CGPROGRAM
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#pragma target 3.0
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@ -140,13 +153,13 @@ Shader "VRM10/vrmc_materials_mtoon"
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ENDCG
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}
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// Shadow rendering pass
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// Built-in Shadow Rendering Pass
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Pass
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{
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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Cull [_CullMode]
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Cull [_M_CullMode]
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ZWrite On
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ZTest LEqual
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