define MToon10 properties according to schema

This commit is contained in:
Masataka SUMI 2021-05-28 19:24:42 +09:00
parent 09b2d4d326
commit 8ec0bfca40

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