diff --git a/Assets/VRM/ShaderProperty/Runtime/VRM/VRM_MToon.cs b/Assets/VRM/ShaderProperty/Runtime/VRM/VRM_MToon.cs index 9e6482781..f5fc6f15a 100644 --- a/Assets/VRM/ShaderProperty/Runtime/VRM/VRM_MToon.cs +++ b/Assets/VRM/ShaderProperty/Runtime/VRM/VRM_MToon.cs @@ -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)