Merge pull request #260 from hiroj/fix_MToonShaderProp

update shaderProp
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ousttrue 2019-06-05 15:11:20 +09:00 committed by GitHub
commit d404e1984d
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@ -15,8 +15,7 @@ namespace UniGLTF.ShaderPropExporter
new ShaderProps
{
Properties = new ShaderProperty[]{
new ShaderProperty("_MToonVersion",ShaderPropertyType.Float)
,new ShaderProperty("_Cutoff", ShaderPropertyType.Range)
new ShaderProperty("_Cutoff", ShaderPropertyType.Range)
,new ShaderProperty("_Color", ShaderPropertyType.Color)
,new ShaderProperty("_ShadeColor", ShaderPropertyType.Color)
,new ShaderProperty("_MainTex", ShaderPropertyType.TexEnv)
@ -31,11 +30,11 @@ new ShaderProperty("_MToonVersion",ShaderPropertyType.Float)
,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("_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)
@ -48,6 +47,7 @@ new ShaderProperty("_MToonVersion",ShaderPropertyType.Float)
,new ShaderProperty("_UvAnimScrollX", ShaderPropertyType.Float)
,new ShaderProperty("_UvAnimScrollY", ShaderPropertyType.Float)
,new ShaderProperty("_UvAnimRotation", ShaderPropertyType.Float)
,new ShaderProperty("_MToonVersion", ShaderPropertyType.Float)
,new ShaderProperty("_DebugMode", ShaderPropertyType.Float)
,new ShaderProperty("_BlendMode", ShaderPropertyType.Float)
,new ShaderProperty("_OutlineWidthMode", ShaderPropertyType.Float)