mirror of
https://github.com/vrm-c/UniVRM.git
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56 lines
3.2 KiB
C#
56 lines
3.2 KiB
C#
using System.Collections.Generic;
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namespace VRM
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{
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public static partial class VRMPreShaderPropExporter
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{
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[VRMPreExportShader]
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static KeyValuePair<string, ShaderProps> VRM_MToon
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{
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get
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{
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return new KeyValuePair<string, ShaderProps>(
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"VRM/MToon",
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new ShaderProps
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{
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Properties = new KeyValuePair<string, ShaderPropertyType>[]{
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new KeyValuePair<string, ShaderPropertyType>("_Cutoff", ShaderPropertyType.Range)
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,new KeyValuePair<string, ShaderPropertyType>("_Color", ShaderPropertyType.Color)
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,new KeyValuePair<string, ShaderPropertyType>("_ShadeColor", ShaderPropertyType.Color)
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,new KeyValuePair<string, ShaderPropertyType>("_MainTex", ShaderPropertyType.TexEnv)
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,new KeyValuePair<string, ShaderPropertyType>("_ShadeTexture", ShaderPropertyType.TexEnv)
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,new KeyValuePair<string, ShaderPropertyType>("_BumpScale", ShaderPropertyType.Float)
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,new KeyValuePair<string, ShaderPropertyType>("_BumpMap", ShaderPropertyType.TexEnv)
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,new KeyValuePair<string, ShaderPropertyType>("_ReceiveShadowRate", ShaderPropertyType.Range)
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,new KeyValuePair<string, ShaderPropertyType>("_ReceiveShadowTexture", ShaderPropertyType.TexEnv)
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,new KeyValuePair<string, ShaderPropertyType>("_ShadeShift", ShaderPropertyType.Range)
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,new KeyValuePair<string, ShaderPropertyType>("_ShadeToony", ShaderPropertyType.Range)
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,new KeyValuePair<string, ShaderPropertyType>("_LightColorAttenuation", ShaderPropertyType.Range)
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,new KeyValuePair<string, ShaderPropertyType>("_SphereAdd", ShaderPropertyType.TexEnv)
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,new KeyValuePair<string, ShaderPropertyType>("_EmissionColor", ShaderPropertyType.Color)
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,new KeyValuePair<string, ShaderPropertyType>("_EmissionMap", ShaderPropertyType.TexEnv)
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,new KeyValuePair<string, ShaderPropertyType>("_OutlineWidthTexture", ShaderPropertyType.TexEnv)
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,new KeyValuePair<string, ShaderPropertyType>("_OutlineWidth", ShaderPropertyType.Range)
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,new KeyValuePair<string, ShaderPropertyType>("_OutlineScaledMaxDistance", ShaderPropertyType.Range)
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,new KeyValuePair<string, ShaderPropertyType>("_OutlineColor", ShaderPropertyType.Color)
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,new KeyValuePair<string, ShaderPropertyType>("_OutlineLightingMix", ShaderPropertyType.Range)
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,new KeyValuePair<string, ShaderPropertyType>("_DebugMode", ShaderPropertyType.Float)
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,new KeyValuePair<string, ShaderPropertyType>("_BlendMode", ShaderPropertyType.Float)
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,new KeyValuePair<string, ShaderPropertyType>("_OutlineWidthMode", ShaderPropertyType.Float)
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,new KeyValuePair<string, ShaderPropertyType>("_OutlineColorMode", ShaderPropertyType.Float)
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,new KeyValuePair<string, ShaderPropertyType>("_CullMode", ShaderPropertyType.Float)
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,new KeyValuePair<string, ShaderPropertyType>("_OutlineCullMode", ShaderPropertyType.Float)
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,new KeyValuePair<string, ShaderPropertyType>("_SrcBlend", ShaderPropertyType.Float)
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,new KeyValuePair<string, ShaderPropertyType>("_DstBlend", ShaderPropertyType.Float)
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,new KeyValuePair<string, ShaderPropertyType>("_ZWrite", ShaderPropertyType.Float)
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,new KeyValuePair<string, ShaderPropertyType>("_IsFirstSetup", ShaderPropertyType.Float)
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}
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}
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);
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}
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}
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}
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}
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