UniVRM/Scripts/PreExportShaderProps/VRM_MToon.cs
2018-10-10 21:34:50 +09:00

58 lines
2.6 KiB
C#

using System.Collections.Generic;
namespace UniGLTF.ShaderPropExporter
{
public static partial class PreShaderPropExporter
{
[PreExportShader]
static KeyValuePair<string, ShaderProps> VRM_MToon
{
get
{
return new KeyValuePair<string, ShaderProps>(
"VRM/MToon",
new ShaderProps
{
Properties = new ShaderProperty[]{
new ShaderProperty("_Cutoff", ShaderPropertyType.Range)
,new ShaderProperty("_Color", ShaderPropertyType.Color)
,new ShaderProperty("_ShadeColor", ShaderPropertyType.Color)
,new ShaderProperty("_MainTex", ShaderPropertyType.TexEnv)
,new ShaderProperty("_ShadeTexture", ShaderPropertyType.TexEnv)
,new ShaderProperty("_BumpScale", ShaderPropertyType.Float)
,new ShaderProperty("_BumpMap", ShaderPropertyType.TexEnv)
,new ShaderProperty("_ReceiveShadowRate", ShaderPropertyType.Range)
,new ShaderProperty("_ReceiveShadowTexture", ShaderPropertyType.TexEnv)
,new ShaderProperty("_ShadingGradeRate", ShaderPropertyType.Range)
,new ShaderProperty("_ShadingGradeTexture", ShaderPropertyType.TexEnv)
,new ShaderProperty("_ShadeShift", ShaderPropertyType.Range)
,new ShaderProperty("_ShadeToony", ShaderPropertyType.Range)
,new ShaderProperty("_LightColorAttenuation", ShaderPropertyType.Range)
,new ShaderProperty("_IndirectLightIntensity", ShaderPropertyType.Range)
,new ShaderProperty("_SphereAdd", ShaderPropertyType.TexEnv)
,new ShaderProperty("_EmissionColor", ShaderPropertyType.Color)
,new ShaderProperty("_EmissionMap", ShaderPropertyType.TexEnv)
,new ShaderProperty("_OutlineWidthTexture", ShaderPropertyType.TexEnv)
,new ShaderProperty("_OutlineWidth", ShaderPropertyType.Range)
,new ShaderProperty("_OutlineScaledMaxDistance", ShaderPropertyType.Range)
,new ShaderProperty("_OutlineColor", ShaderPropertyType.Color)
,new ShaderProperty("_OutlineLightingMix", ShaderPropertyType.Range)
,new ShaderProperty("_DebugMode", ShaderPropertyType.Float)
,new ShaderProperty("_BlendMode", ShaderPropertyType.Float)
,new ShaderProperty("_OutlineWidthMode", ShaderPropertyType.Float)
,new ShaderProperty("_OutlineColorMode", ShaderPropertyType.Float)
,new ShaderProperty("_CullMode", ShaderPropertyType.Float)
,new ShaderProperty("_OutlineCullMode", ShaderPropertyType.Float)
,new ShaderProperty("_SrcBlend", ShaderPropertyType.Float)
,new ShaderProperty("_DstBlend", ShaderPropertyType.Float)
,new ShaderProperty("_ZWrite", ShaderPropertyType.Float)
}
}
);
}
}
}
}