From 278be2296e9479e6e78e398af081ae8e7d217433 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Fri, 3 Jun 2022 17:59:19 +0900 Subject: [PATCH 01/33] =?UTF-8?q?NormalMap=20Second=20=E3=82=92=20NS=5FENA?= =?UTF-8?q?BLE=20=E3=81=AB=E5=88=87=E3=82=8A=E5=87=BA=E3=81=97?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_Dictionary.cs | 41 ++++--- Editor/WF_ShaderCustomEditor.cs | 6 +- Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader | 25 +++-- .../Unlit_WF_URP_UnToon_Outline_Opaque.shader | 25 +++-- ...t_WF_URP_UnToon_Outline_TransCutout.shader | 25 +++-- .../Unlit_WF_URP_UnToon_TransCutout.shader | 25 +++-- .../Unlit_WF_URP_UnToon_Transparent.shader | 25 +++-- ...nlit_WF_URP_UnToon_Transparent_Mask.shader | 25 +++-- ...t_WF_URP_UnToon_Transparent_MaskOut.shader | 25 +++-- ...WF_UnToon_Custom_ClearCoat_Addition.shader | 24 ++-- ...t_WF_UnToon_Custom_ClearCoat_Opaque.shader | 27 +++-- ...UnToon_Custom_ClearCoat_TransCutout.shader | 28 +++-- ...UnToon_Custom_ClearCoat_Transparent.shader | 28 +++-- ...t_WF_UnToon_Custom_GhostTransparent.shader | 27 +++-- ...nlit_WF_UnToon_Custom_Mirror_Opaque.shader | 25 +++-- ..._UnToon_Custom_OffsetOutline_Opaque.shader | 25 +++-- ...Toon_Custom_PowerCap_Outline_Opaque.shader | 24 ++-- ..._UnToon_Custom_Tess_PowerCap_Opaque.shader | 24 ++-- Shaders/Unlit_WF_UnToon_Opaque.shader | 25 +++-- Shaders/Unlit_WF_UnToon_Outline_Opaque.shader | 25 +++-- ...Unlit_WF_UnToon_Outline_TransCutout.shader | 25 +++-- ...Unlit_WF_UnToon_Outline_Transparent.shader | 27 +++-- ..._WF_UnToon_Outline_Transparent3Pass.shader | 29 +++-- ..._UnToon_Outline_Transparent_MaskOut.shader | 27 +++-- ...n_Outline_Transparent_MaskOut_Blend.shader | 31 +++--- .../Unlit_WF_UnToon_PowerCap_Opaque.shader | 24 ++-- ...nlit_WF_UnToon_PowerCap_TransCutout.shader | 24 ++-- ...nlit_WF_UnToon_PowerCap_Transparent.shader | 26 +++-- ...WF_UnToon_PowerCap_Transparent3Pass.shader | 28 +++-- Shaders/Unlit_WF_UnToon_Tess_Opaque.shader | 25 +++-- .../Unlit_WF_UnToon_Tess_TransCutout.shader | 25 +++-- .../Unlit_WF_UnToon_Tess_Transparent.shader | 27 +++-- ...lit_WF_UnToon_Tess_Transparent3Pass.shader | 29 +++-- Shaders/Unlit_WF_UnToon_TransCutout.shader | 25 +++-- Shaders/Unlit_WF_UnToon_Transparent.shader | 27 +++-- .../Unlit_WF_UnToon_Transparent3Pass.shader | 29 +++-- .../Unlit_WF_UnToon_Transparent_Mask.shader | 27 +++-- ...Unlit_WF_UnToon_Transparent_MaskOut.shader | 27 +++-- ...WF_UnToon_Transparent_MaskOut_Blend.shader | 31 +++--- ...lit_WF_UnToon_Transparent_Refracted.shader | 25 +++-- .../Unlit_WF_UnToon_TriShade_Opaque.shader | 25 +++-- ...nlit_WF_UnToon_TriShade_TransCutout.shader | 25 +++-- ...nlit_WF_UnToon_TriShade_Transparent.shader | 27 +++-- ...WF_UnToon_TriShade_Transparent3Pass.shader | 29 +++-- ...WF_UnToon_TriShade_Transparent_Mask.shader | 27 +++-- ...UnToon_TriShade_Transparent_MaskOut.shader | 27 +++-- ..._TriShade_Transparent_MaskOut_Blend.shader | 31 +++--- Shaders/WF_FakeFur.cginc | 2 +- Shaders/WF_INPUT_UnToon.cginc | 2 +- Shaders/WF_UnToon.cginc | 13 ++- Shaders/WF_UnToon_ClearCoat.cginc | 6 +- Shaders/WF_UnToon_Function.cginc | 105 ++++++++++++------ Shaders/WF_UnToon_Uniform.cginc | 17 ++- 53 files changed, 824 insertions(+), 554 deletions(-) diff --git a/Editor/WF_Dictionary.cs b/Editor/WF_Dictionary.cs index d19feefe..03693529 100644 --- a/Editor/WF_Dictionary.cs +++ b/Editor/WF_Dictionary.cs @@ -138,6 +138,7 @@ internal static class WFShaderDictionary new WFShaderFunction("CH", "CH", "3ch Color Mask"), new WFShaderFunction("CL", "CL", "Color Change"), new WFShaderFunction("NM", "NM", "NormalMap"), + new WFShaderFunction("NS", "NS", "NormalMap Secondary"), new WFShaderFunction("MT", "MT", "Metallic"), new WFShaderFunction("HL", "HL", "Light Matcap"), new WFShaderFunction("HA", "HL_1", "Light Matcap 2", (self, mat) => WFShaderFunction.IsEnable("_HL_Enable_1", mat)), @@ -168,8 +169,8 @@ internal static class WFShaderDictionary { "_Cutoff", "AL" }, { "_BumpMap", "NM" }, { "_BumpScale", "NM" }, - { "_DetailNormalMap", "NM" }, - { "_DetailNormalMapScale", "NM" }, + { "_DetailNormalMap", "NS" }, + { "_DetailNormalMapScale", "NS" }, { "_MetallicGlossMap", "MT" }, { "_SpecGlossMap", "MT" }, { "_EmissionColor", "ES" }, @@ -196,9 +197,6 @@ internal static class WFShaderDictionary { "_MT_CubemapType", new WFCustomKeywordSettingEnum("_MT_CubemapType", "_", "_", "_MT_ONLY2ND_ENABLE") { enablePropName = "_MT_Enable", } }, - { "_NM_2ndType", new WFCustomKeywordSettingEnum("_NM_2ndType", "_", "_NM_BL2ND_ENABLE", "_NM_SW2ND_ENABLE") { - enablePropName = "_NM_Enable", - } }, { "_TS_Steps", new WFCustomKeywordSettingEnum("_TS_Steps", "_", "_TS_STEP1_ENABLE", "_TS_STEP2_ENABLE", "_TS_STEP3_ENABLE") { enablePropName = "_TS_Enable", } }, @@ -257,6 +255,7 @@ internal static class WFShaderDictionary new WFI18NTranslation("Blend Type", "混合タイプ"), new WFI18NTranslation("Blend Power", "混合の強度"), new WFI18NTranslation("Blend Normal", "ノーマルマップ強度"), + new WFI18NTranslation("Blend Normal 2nd", "ノーマルマップ(2nd)強度"), new WFI18NTranslation("Shape", "形状"), new WFI18NTranslation("Scale", "スケール"), new WFI18NTranslation("Direction", "方向"), @@ -290,12 +289,13 @@ internal static class WFShaderDictionary new WFI18NTranslation("NM", "Bump Scale", "凹凸スケール"), new WFI18NTranslation("NM", "Shadow Power", "影の濃さ"), new WFI18NTranslation("NM", "Flip Mirror", "ミラーXY反転").AddTag("FR"), - new WFI18NTranslation("NM", "2nd Normal Blend", "2ndマップの混合タイプ"), - new WFI18NTranslation("NM", "2nd Normal UV Type", "2ndマップのUVタイプ"), - new WFI18NTranslation("NM", "2nd NormalMap Texture", "2ndノーマルマップ"), - new WFI18NTranslation("NM", "2nd Bump Scale", "凹凸スケール"), - new WFI18NTranslation("NM", "2nd NormalMap Mask Texture", "2ndノーマルのマスク"), - new WFI18NTranslation("NM", "2nd NormalMap Mask Texture (R)", "2ndノーマルのマスク (R)"), + // Normal 2nd + new WFI18NTranslation("NS", "2nd Normal Blend", "2ndマップの混合タイプ"), + new WFI18NTranslation("NS", "2nd Normal UV Type", "2ndマップのUVタイプ"), + new WFI18NTranslation("NS", "2nd NormalMap Texture", "2ndノーマルマップ"), + new WFI18NTranslation("NS", "2nd Bump Scale", "凹凸スケール"), + new WFI18NTranslation("NS", "2nd NormalMap Mask Texture", "2ndノーマルのマスク"), + new WFI18NTranslation("NS", "2nd NormalMap Mask Texture (R)", "2ndノーマルのマスク (R)"), // Metallic new WFI18NTranslation("MT", "Metallic", "メタリック強度"), new WFI18NTranslation("MT", "Smoothness", "滑らかさ"), @@ -493,6 +493,12 @@ internal static class WFShaderDictionary new WFI18NTranslation("OL", "Decal Color", "デカール テクスチャ"), new WFI18NTranslation("OL", "Decal Texture", "デカール テクスチャ"), new WFI18NTranslation("OL", "Multiply VertexColor To Decal Texture", "頂点カラーをデカールに乗算する"), + new WFI18NTranslation("NM", "2nd Normal Blend", "2ndマップの混合タイプ"), + new WFI18NTranslation("NM", "2nd Normal UV Type", "2ndマップのUVタイプ"), + new WFI18NTranslation("NM", "2nd NormalMap Texture", "2ndノーマルマップ"), + new WFI18NTranslation("NM", "2nd Bump Scale", "凹凸スケール"), + new WFI18NTranslation("NM", "2nd NormalMap Mask Texture", "2ndノーマルのマスク"), + new WFI18NTranslation("NM", "2nd NormalMap Mask Texture (R)", "2ndノーマルのマスク (R)"), }; @@ -518,6 +524,7 @@ internal static class WFShaderDictionary new WFI18NTranslation("Blend Type", "혼합 타입"), new WFI18NTranslation("Blend Power", "혼합 강도"), new WFI18NTranslation("Blend Normal", "노멀맵 강도"), + new WFI18NTranslation("Blend Normal (2nd)", "노멀맵 (2nd) 강도"), new WFI18NTranslation("Shape", "모양"), new WFI18NTranslation("Scale", "스케일"), new WFI18NTranslation("Direction", "방향"), @@ -551,12 +558,6 @@ internal static class WFShaderDictionary new WFI18NTranslation("NM", "Bump Scale", "범프 스케일"), new WFI18NTranslation("NM", "Shadow Power", "그림자 강도"), new WFI18NTranslation("NM", "Flip Mirror", "거울 XY 반전").AddTag("FR"), - new WFI18NTranslation("NM", "2nd Normal Blend", "2nd맵 혼합"), - new WFI18NTranslation("NM", "2nd Normal UV Type", "2nd맵 UV타입"), - new WFI18NTranslation("NM", "2nd NormalMap Texture", "2nd노멀맵"), - new WFI18NTranslation("NM", "2nd Bump Scale", "2nd범프 스케일"), - new WFI18NTranslation("NM", "2nd NormalMap Mask Texture", "2nd노멀 텍스처"), - new WFI18NTranslation("NM", "2nd NormalMap Mask Texture (R)", "2nd노멀맵 마스크 (R)"), // Metallic new WFI18NTranslation("MT", "Metallic", "메탈릭 강도"), new WFI18NTranslation("MT", "Smoothness", "부드럽게"), @@ -727,6 +728,12 @@ internal static class WFShaderDictionary new WFI18NTranslation("OL", "Decal Color", "데칼 텍스처"), new WFI18NTranslation("OL", "Decal Texture", "데칼 텍스처"), new WFI18NTranslation("OL", "Multiply VertexColor To Decal Texture", "버텍스 컬러에 데칼 텍스처 곱하기"), + new WFI18NTranslation("NM", "2nd Normal Blend", "2nd맵 혼합"), + new WFI18NTranslation("NM", "2nd Normal UV Type", "2nd맵 UV타입"), + new WFI18NTranslation("NM", "2nd NormalMap Texture", "2nd노멀맵"), + new WFI18NTranslation("NM", "2nd Bump Scale", "2nd범프 스케일"), + new WFI18NTranslation("NM", "2nd NormalMap Mask Texture", "2nd노멀 텍스처"), + new WFI18NTranslation("NM", "2nd NormalMap Mask Texture (R)", "2nd노멀맵 마스크 (R)"), }; } diff --git a/Editor/WF_ShaderCustomEditor.cs b/Editor/WF_ShaderCustomEditor.cs index 6bc24098..72255740 100644 --- a/Editor/WF_ShaderCustomEditor.cs +++ b/Editor/WF_ShaderCustomEditor.cs @@ -56,6 +56,7 @@ public class ShaderCustomEditor : ShaderGUI new ConditionVisiblePropertyHook("_OL_CustomParam1", ctx => IsAnyIntValue(ctx, "_OL_UVType", p => p == 3)), // ANGEL_RING new ConditionVisiblePropertyHook("_HL_MedianColor(_[0-9]+)?", ctx => IsAnyIntValue(ctx, ctx.current.name.Replace("_MedianColor", "_CapType"), p => p == 0)), // MEDIAN_CAP new ConditionVisiblePropertyHook("_.+_BlendNormal(_.+)?", ctx => IsAnyIntValue(ctx, "_NM_Enable", p => p != 0)), + new ConditionVisiblePropertyHook("_.+_BlendNormal2(_.+)?", ctx => IsAnyIntValue(ctx, "_NN_Enable", p => p != 0)), new ConditionVisiblePropertyHook("_ES_Direction|_ES_DirType|_ES_LevelOffset|_ES_Sharpness|_ES_Speed|_ES_AlphaScroll", ctx => IsAnyIntValue(ctx, "_ES_Shape", p => p != 3)), // not CONSTANT new ConditionVisiblePropertyHook("_GL_CustomAzimuth|_GL_CustomAltitude", ctx => IsAnyIntValue(ctx, "_GL_LightMode", p => p != 5)), new ConditionVisiblePropertyHook("_GL_CustomLitPos", ctx => IsAnyIntValue(ctx, "_GL_LightMode", p => p == 5)), @@ -85,11 +86,6 @@ public class ShaderCustomEditor : ShaderGUI }, null), // 値を設定したら他プロパティの値を自動で設定する - new DefValueSetPropertyHook("_DetailNormalMap", ctx => { - if (ctx.current.textureValue != null) { - CompareAndSet(ctx.all, "_NM_2ndType", 0, 1); // OFF -> BLEND - } - }), new DefValueSetPropertyHook("_MT_Cubemap", ctx => { if (ctx.current.textureValue != null) { CompareAndSet(ctx.all, "_MT_CubemapType", 0, 2); // OFF -> ONLY_SECOND_MAP diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader index 70c0ad0e..4a905959 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader @@ -55,7 +55,7 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -65,17 +65,17 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -84,6 +84,7 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -120,6 +121,7 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -138,6 +140,7 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -198,6 +201,7 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -213,6 +217,7 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -341,7 +346,6 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local _AO_ENABLE @@ -354,6 +358,7 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { #pragma shader_feature_local _LM_ENABLE #pragma shader_feature_local _MT_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TR_ENABLE #pragma shader_feature_local _TS_ENABLE diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader index ee5ba2cb..77f147cc 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader @@ -72,7 +72,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -82,17 +82,17 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -101,6 +101,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -137,6 +138,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -155,6 +157,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -215,6 +218,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -230,6 +234,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -406,7 +411,6 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local _AO_ENABLE @@ -419,6 +423,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { #pragma shader_feature_local _LM_ENABLE #pragma shader_feature_local _MT_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TR_ENABLE #pragma shader_feature_local _TS_ENABLE diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader index 046fcfe6..6afe0b37 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader @@ -84,7 +84,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -94,17 +94,17 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -113,6 +113,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -149,6 +150,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -167,6 +169,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -227,6 +230,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -242,6 +246,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -420,7 +425,6 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local _AO_ENABLE @@ -433,6 +437,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { #pragma shader_feature_local _LM_ENABLE #pragma shader_feature_local _MT_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TR_ENABLE #pragma shader_feature_local _TS_ENABLE diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader index 30ad2804..999890b7 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader @@ -67,7 +67,7 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -77,17 +77,17 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -96,6 +96,7 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -132,6 +133,7 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -150,6 +152,7 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -210,6 +213,7 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -225,6 +229,7 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -354,7 +359,6 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local _AO_ENABLE @@ -367,6 +371,7 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { #pragma shader_feature_local _LM_ENABLE #pragma shader_feature_local _MT_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TR_ENABLE #pragma shader_feature_local _TS_ENABLE diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader index 032a9d44..e7631b85 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader @@ -68,7 +68,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -78,17 +78,17 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -97,6 +97,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -133,6 +134,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -153,6 +155,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -217,6 +220,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -232,6 +236,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -365,7 +370,6 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local _AO_ENABLE @@ -378,6 +382,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { #pragma shader_feature_local _LM_ENABLE #pragma shader_feature_local _MT_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TR_ENABLE #pragma shader_feature_local _TS_ENABLE diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader index 36977812..69fa8745 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader @@ -72,7 +72,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -82,17 +82,17 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -101,6 +101,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -137,6 +138,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -157,6 +159,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -221,6 +224,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -236,6 +240,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -376,7 +381,6 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local _AO_ENABLE @@ -389,6 +393,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { #pragma shader_feature_local _LM_ENABLE #pragma shader_feature_local _MT_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TR_ENABLE #pragma shader_feature_local _TS_ENABLE diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader index 3d2c57d6..b0a071bd 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader @@ -72,7 +72,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -82,17 +82,17 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -101,6 +101,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -137,6 +138,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -157,6 +159,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -221,6 +224,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -236,6 +240,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -375,7 +380,6 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local _AO_ENABLE @@ -388,6 +392,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { #pragma shader_feature_local _LM_ENABLE #pragma shader_feature_local _MT_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TR_ENABLE #pragma shader_feature_local _TS_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader index 0834f6ba..d17ee3eb 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader @@ -31,28 +31,27 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Addition" { [Enum(OFF,0,FRONT,1,BACK,2)] _CC_CullMode ("[CC] Cull Mode", int) = 2 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] _BumpMap ("[NM] NormalMap Texture", 2D) = "bump" {} _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 - [WF_FixFloat(0.0)] _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -62,6 +61,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Addition" { [WF_FixFloat(1.0)] _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -98,6 +98,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Addition" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -116,6 +117,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Addition" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -195,8 +197,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Addition" { #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE_1 #pragma shader_feature_local_fragment _MT_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader index 7b9650b0..fed8dd2e 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader @@ -63,28 +63,27 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] _BumpMap ("[NM] NormalMap Texture", 2D) = "bump" {} _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 - [WF_FixFloat(0.0)] _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -94,6 +93,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { [WF_FixFloat(1.0)] _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -130,6 +130,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -148,6 +149,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -208,6 +210,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -223,6 +226,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -361,11 +365,11 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -408,7 +412,6 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE_1 #pragma shader_feature_local_fragment _MT_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader index bc9934bc..ca5ddc31 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader @@ -75,28 +75,27 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] _BumpMap ("[NM] NormalMap Texture", 2D) = "bump" {} _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 - [WF_FixFloat(0.0)] _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -106,6 +105,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { [WF_FixFloat(1.0)] _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -142,6 +142,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -160,6 +161,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -220,6 +222,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -235,6 +238,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -376,11 +380,11 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -422,8 +426,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE_1 #pragma shader_feature_local_fragment _MT_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader index 891c6999..b2a81d39 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader @@ -76,28 +76,27 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] _BumpMap ("[NM] NormalMap Texture", 2D) = "bump" {} _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 - [WF_FixFloat(0.0)] _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -107,6 +106,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { [WF_FixFloat(1.0)] _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -143,6 +143,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -161,6 +162,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -223,6 +225,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -238,6 +241,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -382,11 +386,11 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -428,8 +432,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE_1 #pragma shader_feature_local_fragment _MT_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader index 3ea3fabe..a5b73c07 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader @@ -64,7 +64,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -74,17 +74,17 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -93,6 +93,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -129,6 +130,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -149,6 +151,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -185,6 +188,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -200,6 +204,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -342,12 +347,12 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -391,12 +396,12 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader index bae96849..ce2aa38b 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader @@ -60,7 +60,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -70,17 +70,17 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -89,6 +89,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -125,6 +126,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -143,6 +145,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -203,6 +206,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -218,6 +222,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -356,12 +361,12 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader index 87b18bcf..4e080841 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader @@ -73,7 +73,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -83,17 +83,17 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -102,6 +102,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -138,6 +139,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -156,6 +158,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -216,6 +219,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -231,6 +235,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -394,12 +399,12 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader index 3b00adc3..0ae1ebf8 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader @@ -63,7 +63,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_PowerCap_Outline_Opaque" { [HDR] _CH_ColorB ("[CH] B ch Color", Color) = (1, 1, 1, 1) - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -73,17 +73,17 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_PowerCap_Outline_Opaque" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // Matcapハイライト [WFHeaderToggle(Light Matcap)] @@ -95,6 +95,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_PowerCap_Outline_Opaque" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -113,6 +114,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_PowerCap_Outline_Opaque" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -255,6 +257,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_PowerCap_Outline_Opaque" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -270,6 +273,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_PowerCap_Outline_Opaque" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -373,9 +377,9 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_PowerCap_Outline_Opaque" { #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader index 9d7c94ba..ce89f05d 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader @@ -82,7 +82,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -92,17 +92,17 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // Matcapハイライト [WFHeaderToggle(Light Matcap)] @@ -114,6 +114,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -132,6 +133,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -274,6 +276,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -289,6 +292,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -396,9 +400,9 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Opaque.shader b/Shaders/Unlit_WF_UnToon_Opaque.shader index 31a32108..968e26f5 100644 --- a/Shaders/Unlit_WF_UnToon_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Opaque.shader @@ -55,7 +55,7 @@ Shader "UnlitWF/WF_UnToon_Opaque" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -65,17 +65,17 @@ Shader "UnlitWF/WF_UnToon_Opaque" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -84,6 +84,7 @@ Shader "UnlitWF/WF_UnToon_Opaque" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -120,6 +121,7 @@ Shader "UnlitWF/WF_UnToon_Opaque" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -138,6 +140,7 @@ Shader "UnlitWF/WF_UnToon_Opaque" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -198,6 +201,7 @@ Shader "UnlitWF/WF_UnToon_Opaque" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -213,6 +217,7 @@ Shader "UnlitWF/WF_UnToon_Opaque" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -351,12 +356,12 @@ Shader "UnlitWF/WF_UnToon_Opaque" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader index 62975c03..3e90173b 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader @@ -72,7 +72,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -82,17 +82,17 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -101,6 +101,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -137,6 +138,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -155,6 +157,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -215,6 +218,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -230,6 +234,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -414,12 +419,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader index f5aa03fa..bbda896c 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader @@ -84,7 +84,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -94,17 +94,17 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -113,6 +113,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -149,6 +150,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -167,6 +169,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -227,6 +230,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -242,6 +246,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -432,12 +437,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader index bca54122..a3116530 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader @@ -83,7 +83,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -93,17 +93,17 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -112,6 +112,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -148,6 +149,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -168,6 +170,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -232,6 +235,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -247,6 +251,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -472,12 +477,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -524,12 +529,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader index 4acdf01f..4c6ac99a 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader @@ -86,7 +86,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -96,17 +96,17 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -115,6 +115,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -151,6 +152,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -171,6 +173,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -235,6 +238,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -250,6 +254,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -475,12 +480,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -529,12 +534,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -581,12 +586,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader index 7a1dd319..aac3132f 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader @@ -87,7 +87,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -97,17 +97,17 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -116,6 +116,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -152,6 +153,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -172,6 +174,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -236,6 +239,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -251,6 +255,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -494,12 +499,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -552,11 +557,11 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader index ff5dc068..cc2c2b84 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader @@ -88,7 +88,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -98,17 +98,17 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -117,6 +117,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -153,6 +154,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -173,6 +175,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -237,6 +240,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -252,6 +256,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -489,12 +494,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -547,12 +552,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -604,12 +609,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -664,12 +669,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader index 3a29d0db..4dcf9069 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader @@ -46,7 +46,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { [HDR] _CH_ColorB ("[CH] B ch Color", Color) = (1, 1, 1, 1) - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -56,17 +56,17 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // Matcapハイライト [WFHeaderToggle(Light Matcap)] @@ -78,6 +78,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -96,6 +97,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -238,6 +240,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -253,6 +256,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -373,10 +377,10 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader index 1057015d..2659a7a3 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader @@ -58,7 +58,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { [HDR] _CH_ColorB ("[CH] B ch Color", Color) = (1, 1, 1, 1) - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -68,17 +68,17 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // Matcapハイライト [WFHeaderToggle(Light Matcap)] @@ -90,6 +90,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -108,6 +109,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -250,6 +252,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -265,6 +268,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -387,10 +391,10 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader index ced84f43..f1172d00 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader @@ -57,7 +57,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { [HDR] _CH_ColorB ("[CH] B ch Color", Color) = (1, 1, 1, 1) - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -67,17 +67,17 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // Matcapハイライト [WFHeaderToggle(Light Matcap)] @@ -89,6 +89,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -109,6 +110,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -265,6 +267,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -280,6 +283,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -406,10 +410,10 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -460,10 +464,10 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader index 9b8f9c38..1fe72cc0 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader @@ -58,7 +58,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { [HDR] _CH_ColorB ("[CH] B ch Color", Color) = (1, 1, 1, 1) - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -68,17 +68,17 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // Matcapハイライト [WFHeaderToggle(Light Matcap)] @@ -90,6 +90,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -110,6 +111,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -254,6 +256,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -269,6 +272,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -395,10 +399,10 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -451,10 +455,10 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -505,10 +509,10 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader index 296cbd43..3068093b 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader @@ -82,7 +82,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -92,17 +92,17 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -111,6 +111,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -147,6 +148,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -165,6 +167,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -225,6 +228,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -240,6 +244,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -429,12 +434,12 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader index 9cc709dd..71e02fa1 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader @@ -94,7 +94,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -104,17 +104,17 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -123,6 +123,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -159,6 +160,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -177,6 +179,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -237,6 +240,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -252,6 +256,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -445,12 +450,12 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader index 62b2f160..b3f488c2 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader @@ -78,7 +78,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -88,17 +88,17 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -107,6 +107,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -143,6 +144,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -163,6 +165,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -227,6 +230,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -242,6 +246,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -403,11 +408,11 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -455,12 +460,12 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader index b5988533..f46ccd91 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader @@ -96,7 +96,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -106,17 +106,17 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -125,6 +125,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -161,6 +162,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -181,6 +183,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -245,6 +248,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -260,6 +264,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -488,12 +493,12 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -545,12 +550,12 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -601,12 +606,12 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TransCutout.shader index 54c7f9bd..01a5cacc 100644 --- a/Shaders/Unlit_WF_UnToon_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TransCutout.shader @@ -67,7 +67,7 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -77,17 +77,17 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -96,6 +96,7 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -132,6 +133,7 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -150,6 +152,7 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -210,6 +213,7 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -225,6 +229,7 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -366,12 +371,12 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Transparent.shader b/Shaders/Unlit_WF_UnToon_Transparent.shader index bd9227d3..26ca3541 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent.shader @@ -66,7 +66,7 @@ Shader "UnlitWF/WF_UnToon_Transparent" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -76,17 +76,17 @@ Shader "UnlitWF/WF_UnToon_Transparent" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -95,6 +95,7 @@ Shader "UnlitWF/WF_UnToon_Transparent" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -131,6 +132,7 @@ Shader "UnlitWF/WF_UnToon_Transparent" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -151,6 +153,7 @@ Shader "UnlitWF/WF_UnToon_Transparent" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -215,6 +218,7 @@ Shader "UnlitWF/WF_UnToon_Transparent" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -230,6 +234,7 @@ Shader "UnlitWF/WF_UnToon_Transparent" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -375,12 +380,12 @@ Shader "UnlitWF/WF_UnToon_Transparent" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -426,12 +431,12 @@ Shader "UnlitWF/WF_UnToon_Transparent" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader index ddae1ba7..9f875ac0 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader @@ -67,7 +67,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -77,17 +77,17 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -96,6 +96,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -132,6 +133,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -152,6 +154,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -216,6 +219,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -231,6 +235,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -376,12 +381,12 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -429,12 +434,12 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -481,12 +486,12 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader index f103cb3b..7e40f108 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader @@ -70,7 +70,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -80,17 +80,17 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -99,6 +99,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -135,6 +136,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -155,6 +157,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -219,6 +222,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -234,6 +238,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -386,12 +391,12 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -444,12 +449,12 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader index 2d817448..e27e8965 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader @@ -70,7 +70,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -80,17 +80,17 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -99,6 +99,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -135,6 +136,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -155,6 +157,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -219,6 +222,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -234,6 +238,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -385,12 +390,12 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -442,12 +447,12 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader index a7d0aa0b..95b2d05b 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader @@ -71,7 +71,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -81,17 +81,17 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -100,6 +100,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -136,6 +137,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -156,6 +158,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -220,6 +223,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -235,6 +239,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -386,12 +391,12 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -443,12 +448,12 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -501,12 +506,12 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE @@ -561,12 +566,12 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader b/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader index 25145845..cdf2ea34 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader @@ -74,7 +74,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Refracted" { _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -84,17 +84,17 @@ Shader "UnlitWF/WF_UnToon_Transparent_Refracted" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -103,6 +103,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Refracted" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -139,6 +140,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Refracted" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -159,6 +161,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Refracted" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -223,6 +226,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Refracted" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -238,6 +242,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Refracted" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -382,12 +387,12 @@ Shader "UnlitWF/WF_UnToon_Transparent_Refracted" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _CH_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader index 771101da..908395bb 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader @@ -51,7 +51,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Opaque" { [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -61,17 +61,17 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Opaque" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -80,6 +80,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Opaque" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -116,6 +117,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Opaque" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -134,6 +136,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Opaque" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -168,6 +171,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Opaque" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -183,6 +187,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Opaque" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -357,12 +362,12 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Opaque" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader index 019a94cb..76cbb806 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader @@ -63,7 +63,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -73,17 +73,17 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -92,6 +92,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -128,6 +129,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -146,6 +148,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -180,6 +183,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -195,6 +199,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -375,12 +380,12 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader index 249f73b4..cefc49df 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader @@ -62,7 +62,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -72,17 +72,17 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -91,6 +91,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -127,6 +128,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -147,6 +149,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -183,6 +186,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -198,6 +202,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -413,11 +418,11 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE @@ -458,12 +463,12 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader index e32a2417..2e0b0343 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader @@ -65,7 +65,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -75,17 +75,17 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -94,6 +94,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -130,6 +131,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -150,6 +152,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -186,6 +189,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -201,6 +205,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -416,12 +421,12 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE @@ -466,11 +471,11 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE @@ -512,12 +517,12 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader index 13ee0267..43c5bac3 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader @@ -49,7 +49,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -59,17 +59,17 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -78,6 +78,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -114,6 +115,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -134,6 +136,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -170,6 +173,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -185,6 +189,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -339,11 +344,11 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE @@ -391,12 +396,12 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader index 800a0bb8..d9e0c21e 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader @@ -66,7 +66,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -76,17 +76,17 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -95,6 +95,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -131,6 +132,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -151,6 +153,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -187,6 +190,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -202,6 +206,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -435,11 +440,11 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE @@ -486,12 +491,12 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader index a2e93bd3..5c4e7a0d 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader @@ -67,7 +67,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) - // 法線マップ + // ノーマルマップ [WFHeaderToggle(NormalMap)] _NM_Enable ("[NM] Enable", Float) = 0 [NoScaleOffset] @@ -77,17 +77,17 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { [Enum(NONE,0,X,1,Y,2,XY,3)] _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 - [Header(NormalMap Secondary)] - [Enum(OFF,0,BLEND,1,SWITCH,2)] - _NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0 + // Detailノーマルマップ + [WFHeaderToggle(NormalMap Secondary)] + _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NM_2ndUVType ("[NM] 2nd Normal UV Type", Float) = 0 - _DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {} - _DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4 + _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} + _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] - _NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} + _NS_2ndMaskTex ("[NS] 2nd NormalMap Mask Texture (R)", 2D) = "white" {} [Toggle(_)] - _NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0 + _NS_InvMaskVal ("[NS] Invert Mask Value", Range(0, 1)) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] @@ -96,6 +96,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 + _MT_BlendNormal2 ("[MT] Blend Normal 2nd", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -132,6 +133,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2 ("[HL] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -152,6 +154,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_1 ("[HA] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_1 ("[HA] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -188,6 +191,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -203,6 +207,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 + _TR_BlendNormal2 ("[RM] Blend Normal 2nd", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -436,11 +441,11 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE @@ -487,12 +492,12 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE @@ -542,11 +547,11 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE @@ -596,12 +601,12 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { #pragma shader_feature_local _ _TS_FIXC_ENABLE #pragma shader_feature_local _AO_ENABLE #pragma shader_feature_local _NM_ENABLE + #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _OL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE - #pragma shader_feature_local_fragment _ _NM_BL2ND_ENABLE _NM_SW2ND_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BK_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE diff --git a/Shaders/WF_FakeFur.cginc b/Shaders/WF_FakeFur.cginc index e864cd86..a9ee1cc9 100644 --- a/Shaders/WF_FakeFur.cginc +++ b/Shaders/WF_FakeFur.cginc @@ -219,7 +219,7 @@ // カメラとライトの位置関係: -1(逆光) ~ +1(順光) float angle_light_camera = calcAngleLightCamera(i.ws_vertex, i.ws_light_dir.xyz); // 階調影 - affectToonShade(i, uv_main, i.normal, i.normal, angle_light_camera, color); + affectToonShade(i, uv_main, i.normal, i.normal, i.normal, angle_light_camera, color); // Distance Fade affectDistanceFade(i, 1, color); diff --git a/Shaders/WF_INPUT_UnToon.cginc b/Shaders/WF_INPUT_UnToon.cginc index 8ac43188..9ad6b721 100644 --- a/Shaders/WF_INPUT_UnToon.cginc +++ b/Shaders/WF_INPUT_UnToon.cginc @@ -37,7 +37,7 @@ #endif #endif #ifndef _V2F_HAS_TANGENT - #if defined(_NM_ENABLE) + #if defined(_NM_ENABLE) || defined(_NS_ENABLE) #define _V2F_HAS_TANGENT #endif #endif diff --git a/Shaders/WF_UnToon.cginc b/Shaders/WF_UnToon.cginc index e9237baf..a251e461 100644 --- a/Shaders/WF_UnToon.cginc +++ b/Shaders/WF_UnToon.cginc @@ -140,10 +140,13 @@ // 色変換 affectColorChange(color); + // BumpMap float3 ws_normal = i.normal; float3 ws_bump_normal; + float3 ws_detail_normal; affectBumpNormal(i, uv_main, ws_bump_normal, color); + affectDetailNormal(i, uv_main, ws_detail_normal, color); // ビューポイントへの方向 float3 ws_view_dir = worldSpaceViewPointDir(i.ws_vertex); @@ -153,20 +156,20 @@ float angle_light_camera = calcAngleLightCamera(i.ws_vertex, i.ws_light_dir.xyz); // matcapベクトルの配列 - WF_TYP_MATVEC matcapVector = calcMatcapVectorArray(ws_view_dir, ws_camera_dir, ws_normal, ws_bump_normal); + WF_TYP_MATVEC matcapVector = calcMatcapVectorArray(ws_view_dir, ws_camera_dir, ws_normal, ws_bump_normal, ws_detail_normal); // メタリック - affectMetallic(i, ws_camera_dir, uv_main, ws_normal, ws_bump_normal, color); + affectMetallic(i, ws_camera_dir, uv_main, ws_normal, ws_bump_normal, ws_detail_normal, color); // Highlight affectMatcapColor(matcapVector, uv_main, color); // ラメ affectLame(i, uv_main, ws_normal, color); // 階調影 - affectToonShade(i, uv_main, ws_normal, ws_bump_normal, angle_light_camera, color); + affectToonShade(i, uv_main, ws_normal, ws_bump_normal, ws_detail_normal, angle_light_camera, color); // リムライト - affectRimLight(i, uv_main, calcMatcapVector(matcapVector, _TR_BlendNormal, 0), angle_light_camera, color); + affectRimLight(i, uv_main, calcMatcapVector(matcapVector, _TR_BlendNormal, _TR_BlendNormal2, 0), angle_light_camera, color); // Overlay Texture - affectOverlayTexture(i, uv_main, calcMatcapVector(matcapVector, 1, 0.5), color); + affectOverlayTexture(i, uv_main, calcMatcapVector(matcapVector, 1, 1, 0.5), color); // Distance Fade affectDistanceFade(i, facing, color); // Outline diff --git a/Shaders/WF_UnToon_ClearCoat.cginc b/Shaders/WF_UnToon_ClearCoat.cginc index 2f7b9848..4bc97067 100644 --- a/Shaders/WF_UnToon_ClearCoat.cginc +++ b/Shaders/WF_UnToon_ClearCoat.cginc @@ -57,7 +57,9 @@ // BumpMap float3 ws_normal = i.normal; float3 ws_bump_normal; + float3 ws_detail_normal; affectBumpNormal(i, uv_main, ws_bump_normal, color); + affectDetailNormal(i, uv_main, ws_detail_normal, color); // ビューポイントへの方向 float3 ws_view_dir = worldSpaceViewPointDir(i.ws_vertex); @@ -65,10 +67,10 @@ float3 ws_camera_dir = worldSpaceCameraDir(i.ws_vertex); // matcapベクトルの配列 - WF_TYP_MATVEC matcapVector = calcMatcapVectorArray(ws_view_dir, ws_camera_dir, ws_normal, ws_bump_normal); + WF_TYP_MATVEC matcapVector = calcMatcapVectorArray(ws_view_dir, ws_camera_dir, ws_normal, ws_bump_normal, ws_detail_normal); // メタリック - affectMetallic(i, ws_camera_dir, uv_main, ws_normal, ws_bump_normal, color); + affectMetallic(i, ws_camera_dir, uv_main, ws_normal, ws_bump_normal, ws_detail_normal, color); // Highlight affectMatcapColor(matcapVector, uv_main, color); diff --git a/Shaders/WF_UnToon_Function.cginc b/Shaders/WF_UnToon_Function.cginc index fa9b6439..1bbd76b1 100644 --- a/Shaders/WF_UnToon_Function.cginc +++ b/Shaders/WF_UnToon_Function.cginc @@ -49,7 +49,7 @@ #define WF_TEX2D_NORMAL_DTL(uv) UnpackScaleNormal( PICK_MAIN_TEX2D(_DetailNormalMap, uv), _DetailNormalMapScale ).xyz #endif #ifndef WF_TEX2D_NORMAL_DTL_MASK - #define WF_TEX2D_NORMAL_DTL_MASK(uv) SAMPLE_MASK_VALUE(_NM_2ndMaskTex, uv, _NM_InvMaskVal).r + #define WF_TEX2D_NORMAL_DTL_MASK(uv) SAMPLE_MASK_VALUE(_NS_2ndMaskTex, uv, _NS_InvMaskVal).r #endif #ifndef WF_TEX2D_METAL_GLOSS @@ -495,34 +495,13 @@ FEATURE_TGL_END //////////////////////////// #ifdef _NM_ENABLE + float3 calcBumpNormal(v2f i, float2 uv_main) { #ifdef _WF_LEGACY_FEATURE_SWITCH if (TGL_ON(_NM_Enable)) { #endif // 1st NormalMap float3 normalTangent = WF_TEX2D_NORMAL(uv_main); - -#ifndef _WF_MOBILE - -#if defined(_NM_BL2ND_ENABLE) || defined(_NM_SW2ND_ENABLE) || defined(_WF_LEGACY_FEATURE_SWITCH) - // 2nd NormalMap - float dtlPower = _NM_2ndType == 0 ? 0 : WF_TEX2D_NORMAL_DTL_MASK(uv_main); - float2 uv_dtl = _NM_2ndUVType == 1 ? i.uv_lmap : i.uv; - float3 dtlNormalTangent = _NM_2ndType == 0 ? float3(0, 0, 1) : WF_TEX2D_NORMAL_DTL( TRANSFORM_TEX(uv_dtl, _DetailNormalMap) ); -#if defined(_WF_LEGACY_FEATURE_SWITCH) - if (_NM_2ndType == 1) { // BLEND -#endif -#if defined(_NM_BL2ND_ENABLE) || defined(_WF_LEGACY_FEATURE_SWITCH) - dtlNormalTangent = BlendNormals(normalTangent, dtlNormalTangent); -#endif -#if defined(_WF_LEGACY_FEATURE_SWITCH) - } -#endif - normalTangent = lerpNormals(normalTangent, dtlNormalTangent, dtlPower); -#endif - -#endif - // 法線計算 return transformTangentToWorldNormal(normalTangent, i.normal, i.tangent, i.bitangent); // vertex周辺のworld法線空間 @@ -544,11 +523,36 @@ FEATURE_TGL_ON_BEGIN(_NM_Enable) color.rgb *= max(0.0, 1.0 + (dot(ws_bump_normal, i.ws_light_dir.xyz) - dot(i.normal, i.ws_light_dir.xyz)) * _NM_Power * 2); FEATURE_TGL_END } + #else #define calcBumpNormal(i, uv_main) i.normal #define affectBumpNormal(i, uv_main, ws_bump_normal, color) ws_bump_normal = i.normal #endif + //////////////////////////// + // Detail Normal Map + //////////////////////////// + + #ifdef _NS_ENABLE + + void affectDetailNormal(v2f i, float2 uv_main, out float3 ws_detail_normal, inout float4 color) { + ws_detail_normal = i.normal; + +FEATURE_TGL_ON_BEGIN(_NS_Enable) + // 2nd NormalMap + float dtlPower = WF_TEX2D_NORMAL_DTL_MASK(uv_main); + float2 uv_dtl = _NS_2ndUVType == 1 ? i.uv_lmap : i.uv; + float3 dtlNormalTangent = WF_TEX2D_NORMAL_DTL( TRANSFORM_TEX(uv_dtl, _DetailNormalMap) ); + + // 法線計算 + ws_detail_normal = transformTangentToWorldNormal(dtlNormalTangent, i.normal, i.tangent, i.bitangent); // vertex周辺のworld法線空間 +FEATURE_TGL_END + } + + #else + #define affectDetailNormal(i, uv_main, ws_detail_normal, color) ws_detail_normal = i.normal + #endif + //////////////////////////// // Metallic //////////////////////////// @@ -592,7 +596,7 @@ FEATURE_TGL_END return spec_color * smoothnessToSpecularPower(ws_camera_dir, ws_normal, ws_light_dir, smoothness); } - void affectMetallic(v2f i, float3 ws_camera_dir, float2 uv_main, float3 ws_normal, float3 ws_bump_normal, inout float4 color) { + void affectMetallic(v2f i, float3 ws_camera_dir, float2 uv_main, float3 ws_normal, float3 ws_bump_normal, float3 ws_detail_normal, inout float4 color) { FEATURE_TGL_ON_BEGIN(_MT_Enable) float metallic = _MT_Metallic; float monochrome = _MT_Monochrome; @@ -610,7 +614,13 @@ FEATURE_TGL_ON_BEGIN(_MT_Enable) // Metallic描画 if (0.01 < metallic) { - float3 ws_metal_normal = lerpNormals(ws_normal, ws_bump_normal, _MT_BlendNormal); + float3 ws_metal_normal = ws_normal; +#ifdef _NM_Enable + ws_metal_normal = lerpNormals(ws_metal_normal, ws_bump_normal, _MT_BlendNormal); +#endif +#ifdef _NS_Enable + ws_metal_normal = lerpNormals(ws_metal_normal, ws_detail_normal, _MT_BlendNormal2); +#endif float reflSmooth = metalGlossMap.a * _MT_ReflSmooth; float specSmooth = metalGlossMap.a * _MT_SpecSmooth; @@ -641,7 +651,7 @@ FEATURE_TGL_ON_BEGIN(_MT_Enable) FEATURE_TGL_END } #else - #define affectMetallic(i, ws_camera_dir, uv_main, ws_normal, ws_bump_normal, color) + #define affectMetallic(i, ws_camera_dir, uv_main, ws_normal, ws_bump_normal, ws_detail_normal, color) #endif //////////////////////////// @@ -654,6 +664,9 @@ FEATURE_TGL_END #if defined(_NM_ENABLE) && !defined(_WF_LEGACY_FEATURE_SWITCH) #define _MV_HAS_NML #endif + #if defined(_NS_ENABLE) && !defined(_WF_LEGACY_FEATURE_SWITCH) + #define _MV_HAS_NML2 + #endif struct MatcapVector { float3 vs_normal_center; @@ -662,11 +675,14 @@ FEATURE_TGL_END #endif #ifdef _MV_HAS_NML float3 diff_normal; +#endif +#ifdef _MV_HAS_NML2 + float3 diff_normal2; #endif }; #define WF_TYP_MATVEC MatcapVector - WF_TYP_MATVEC calcMatcapVectorArray(in float3 ws_view_dir, in float3 ws_camera_dir, in float3 ws_normal, in float3 ws_bump_normal) { + WF_TYP_MATVEC calcMatcapVectorArray(in float3 ws_view_dir, in float3 ws_camera_dir, in float3 ws_normal, in float3 ws_bump_normal, in float3 ws_detail_normal) { // このメソッドは ws_bump_normal を考慮するバージョン。考慮しないバージョンは WF_Common.cginc にある。 WF_TYP_MATVEC matcapVector; @@ -704,20 +720,38 @@ FEATURE_TGL_END matcapVector.diff_normal = normalize(vs_bump_normal_center) - matcapVector.vs_normal_center; #endif +#ifdef _MV_HAS_NML2 + // ワールド法線をビュー法線に変換 + float3 vs_detail_normal = mul(float4(ws_detail_normal, 1), UNITY_MATRIX_I_V).xyz; + // カメラ位置にて補正する + float3 vs_detail_normal_center = matcapViewCorrect(vs_detail_normal, ws_view_dir); + // 真上を揃える + vs_detail_normal_center.xy = mul( vs_detail_normal_center.xy, rotate ); + // 正規化して格納 + matcapVector.diff_normal2 = normalize(vs_detail_normal_center) - matcapVector.vs_normal_center; +#endif + return matcapVector; } - float3 calcMatcapVector(WF_TYP_MATVEC matcapVector, float normal, float parallax) { + float3 calcMatcapVector(WF_TYP_MATVEC matcapVector, float normal, float normal2, float parallax) { float3 vs_normal = matcapVector.vs_normal_center; #ifdef _MV_HAS_PARALLAX vs_normal += matcapVector.diff_parallax * parallax; #endif #ifdef _MV_HAS_NML vs_normal += matcapVector.diff_normal * normal; +#endif +#ifdef _MV_HAS_NML2 + vs_normal += matcapVector.diff_normal2 * normal2; #endif return SafeNormalizeVec3(vs_normal); } + float3 calcMatcapVector(WF_TYP_MATVEC matcapVector, float normal, float parallax) { + return calcMatcapVector(matcapVector, normal, normal, parallax); + } + void calcMatcapColor( float4 matcap_color, float3 matcap_mask, @@ -765,7 +799,8 @@ FEATURE_TGL_END #define WF_CALC_MATCAP_COLOR(id) \ FEATURE_TGL_ON_BEGIN(_HL_Enable##id) \ calcMatcapColor( \ - PICK_MAIN_TEX2D(_HL_MatcapTex##id, saturate(calcMatcapVector(matcapVector, _HL_BlendNormal##id, _HL_Parallax##id).xy * 0.5 + 0.5)), \ + PICK_MAIN_TEX2D(_HL_MatcapTex##id, \ + saturate(calcMatcapVector(matcapVector, _HL_BlendNormal##id, _HL_BlendNormal2##id, _HL_Parallax##id).xy * 0.5 + 0.5)), \ SAMPLE_MASK_VALUE(_HL_MaskTex##id, uv_main, _HL_InvMaskVal##id).rgb, \ _HL_Power##id, _HL_MatcapMonochrome##id, _HL_MatcapColor##id, _HL_MedianColor##id, _HL_ChangeAlpha##id, _HL_CapType##id, color); \ FEATURE_TGL_END @@ -912,14 +947,20 @@ FEATURE_TGL_END smoothstep(border, border + max(_TS_Feather, 0.001), brightness) ); } - void affectToonShade(v2f i, float2 uv_main, float3 ws_normal, float3 ws_bump_normal, float angle_light_camera, inout float4 color) { + void affectToonShade(v2f i, float2 uv_main, float3 ws_normal, float3 ws_bump_normal, float3 ws_detail_normal, float angle_light_camera, inout float4 color) { FEATURE_TGL_ON_BEGIN(_TS_Enable) if (isInMirror()) { angle_light_camera = 0; // 鏡の中のときは、視差問題が生じないように強制的に 0 にする } // 陰用法線とライト方向から Harf-Lambert - float3 ws_shade_normal = lerpNormals(ws_normal, ws_bump_normal, _TS_BlendNormal); + float3 ws_shade_normal = ws_normal; +#ifdef _NM_Enable + ws_shade_normal = lerpNormals(ws_shade_normal, ws_bump_normal, _TS_BlendNormal); +#endif +#ifdef _NS_Enable + ws_shade_normal = lerpNormals(ws_shade_normal, ws_detail_normal, _TS_BlendNormal2); +#endif float brightness = lerp(dot(ws_shade_normal, i.ws_light_dir.xyz), 1, 0.5); // 0.0 ~ 1.0 // アンチシャドウマスク加算 @@ -963,7 +1004,7 @@ FEATURE_TGL_END } #else #define calcToonShadeContrast(ws_vertex, ws_light_dir, ambientColor, shadow_power) - #define affectToonShade(i, uv_main, ws_normal, ws_bump_normal, angle_light_camera, color) + #define affectToonShade(i, uv_main, ws_normal, ws_bump_normal, ws_detail_normal, angle_light_camera, color) #endif //////////////////////////// diff --git a/Shaders/WF_UnToon_Uniform.cginc b/Shaders/WF_UnToon_Uniform.cginc index c80be318..ec73fc61 100644 --- a/Shaders/WF_UnToon_Uniform.cginc +++ b/Shaders/WF_UnToon_Uniform.cginc @@ -40,7 +40,7 @@ DECL_SUB_TEX2D (_TL_CustomColorTex); DECL_SUB_TEX2D (_CH_3chMaskTex); #ifndef _WF_MOBILE - DECL_SUB_TEX2D (_NM_2ndMaskTex); + DECL_SUB_TEX2D (_NS_2ndMaskTex); DECL_SUB_TEX2D (_SpecGlossMap); DECL_SUB_TEX2D (_TS_BaseTex); DECL_SUB_TEX2D (_TS_1stTex); @@ -157,12 +157,16 @@ float _BumpScale; float _NM_Power; uint _NM_FlipMirror; + + // ------------------------- + #ifndef _WF_MOBILE - uint _NM_2ndType; - uint _NM_2ndUVType; + FEATURE_TGL (_NS_Enable); + uint _NS_2ndType; + uint _NS_2ndUVType; float4 _DetailNormalMap_ST; float _DetailNormalMapScale; - float _NM_InvMaskVal; + float _NS_InvMaskVal; #endif // ------------------------- @@ -171,6 +175,7 @@ float _MT_Metallic; float _MT_ReflSmooth; float _MT_BlendNormal; + float _MT_BlendNormal2; float _MT_Brightness; float _MT_Monochrome; float _MT_GeomSpecAA; @@ -197,6 +202,7 @@ float3 _HL_MatcapColor##id; \ float _HL_Power##id; \ float _HL_BlendNormal##id; \ + float _HL_BlendNormal2##id; \ float _HL_Parallax##id; \ float _HL_InvMaskVal##id; \ float _HL_ChangeAlpha##id; \ @@ -254,6 +260,7 @@ float _TS_3rdBorder; float _TS_Feather; float _TS_BlendNormal; + float _TS_BlendNormal2; float _TS_InvMaskVal; float _TS_FixContrast; @@ -266,6 +273,7 @@ float _TR_Feather; float _TR_InvMaskVal; float _TR_BlendNormal; + float _TR_BlendNormal2; float _TR_PowerTop; float _TR_PowerSide; float _TR_PowerBottom; @@ -339,6 +347,7 @@ float _RF_Distance; float3 _RF_Tint; float _RF_BlendNormal; + float _RF_BlendNormal2; #endif // ------------------------- From 05770d745d2af6d52378ef9f619c811aa6cdac8c Mon Sep 17 00:00:00 2001 From: whiteflare Date: Fri, 3 Jun 2022 22:45:09 +0900 Subject: [PATCH 02/33] =?UTF-8?q?NormalMap2nd=20=E3=81=AB=E3=83=9F?= =?UTF-8?q?=E3=83=A9=E3=83=BCXY=E5=8F=8D=E8=BB=A2=E3=82=92=E8=BF=BD?= =?UTF-8?q?=E5=8A=A0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_Dictionary.cs | 4 ++-- Editor/WF_ShaderCustomEditor.cs | 8 ++++++++ 2 files changed, 10 insertions(+), 2 deletions(-) diff --git a/Editor/WF_Dictionary.cs b/Editor/WF_Dictionary.cs index 03693529..3c8611fb 100644 --- a/Editor/WF_Dictionary.cs +++ b/Editor/WF_Dictionary.cs @@ -288,7 +288,7 @@ internal static class WFShaderDictionary new WFI18NTranslation("NM", "NormalMap Texture", "ノーマルマップ").AddTag("FR"), new WFI18NTranslation("NM", "Bump Scale", "凹凸スケール"), new WFI18NTranslation("NM", "Shadow Power", "影の濃さ"), - new WFI18NTranslation("NM", "Flip Mirror", "ミラーXY反転").AddTag("FR"), + new WFI18NTranslation("NM", "Flip Mirror", "ミラーXY反転").AddTag("NS", "FR"), // Normal 2nd new WFI18NTranslation("NS", "2nd Normal Blend", "2ndマップの混合タイプ"), new WFI18NTranslation("NS", "2nd Normal UV Type", "2ndマップのUVタイプ"), @@ -557,7 +557,7 @@ internal static class WFShaderDictionary new WFI18NTranslation("NM", "NormalMap Texture", "노멀맵").AddTag("FR"), new WFI18NTranslation("NM", "Bump Scale", "범프 스케일"), new WFI18NTranslation("NM", "Shadow Power", "그림자 강도"), - new WFI18NTranslation("NM", "Flip Mirror", "거울 XY 반전").AddTag("FR"), + new WFI18NTranslation("NM", "Flip Mirror", "거울 XY 반전").AddTag("NS", "FR"), // Metallic new WFI18NTranslation("MT", "Metallic", "메탈릭 강도"), new WFI18NTranslation("MT", "Smoothness", "부드럽게"), diff --git a/Editor/WF_ShaderCustomEditor.cs b/Editor/WF_ShaderCustomEditor.cs index 72255740..237103b0 100644 --- a/Editor/WF_ShaderCustomEditor.cs +++ b/Editor/WF_ShaderCustomEditor.cs @@ -135,6 +135,14 @@ public class ShaderCustomEditor : ShaderGUI } EditorGUILayout.Space(); }), + // _NS_InvMaskVal の直後に FlipMirror を再表示 + new CustomPropertyHook("_NS_InvMaskVal", null, (ctx, changed) => { + var prop = ctx.all.Where(p => p.name == "_NM_FlipMirror").FirstOrDefault(); + if (prop != null) + { + ctx.editor.ShaderProperty(prop, WFI18N.GetGUIContent(prop.displayName.Replace("[NM]", "[NS]"))); + } + }), // _TS_InvMaskVal の後に説明文を追加する new CustomPropertyHook("_TS_InvMaskVal", null, (ctx, changed) => { EditorGUILayout.HelpBox(WFI18N.Translate(WFMessageText.PsAntiShadowMask), MessageType.Info); From e956318929e7dcba58bcaed156f90441e3826a00 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Sat, 4 Jun 2022 12:45:52 +0900 Subject: [PATCH 03/33] =?UTF-8?q?MaterialConverter=20=E3=82=92=E5=88=A5?= =?UTF-8?q?=E3=83=95=E3=82=A1=E3=82=A4=E3=83=AB=E3=81=AB=E5=88=87=E3=82=8A?= =?UTF-8?q?=E5=87=BA=E3=81=97?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_MaterialConverter.cs | 603 ++++++++++++++++++++++++++++ Editor/WF_MaterialConverter.cs.meta | 11 + Editor/WF_ShaderToolWindow.cs | 574 -------------------------- 3 files changed, 614 insertions(+), 574 deletions(-) create mode 100644 Editor/WF_MaterialConverter.cs create mode 100644 Editor/WF_MaterialConverter.cs.meta diff --git a/Editor/WF_MaterialConverter.cs b/Editor/WF_MaterialConverter.cs new file mode 100644 index 00000000..5fdd5e17 --- /dev/null +++ b/Editor/WF_MaterialConverter.cs @@ -0,0 +1,603 @@ +/* + * The MIT License + * + * Copyright 2018-2022 whiteflare. + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. + * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, + * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +#if UNITY_EDITOR + +using System; +using System.Collections.Generic; +using System.Text.RegularExpressions; +using UnityEditor; +using UnityEngine; + +namespace UnlitWF +{ + public abstract class AbstractMaterialConverter + { + private readonly List> converters; + + protected AbstractMaterialConverter(List> converters) + { + this.converters = converters; + } + + public void ExecAutoConvert(params Material[] mats) + { + Undo.RecordObjects(mats, "WF Convert materials"); + ExecAutoConvertWithoutUndo(mats); + } + + public void ExecAutoConvertWithoutUndo(params Material[] mats) + { + foreach (var mat in mats) + { + if (mat == null) + { + continue; + } + if (!Validate(mat)) + { + continue; + } + + var ctx = new ConvertContext(); + ctx.target = mat; + ctx.oldMaterial = new Material(mat); + ctx.oldProps = ShaderSerializedProperty.AsDict(ctx.oldMaterial); + + foreach (var cnv in converters) + { + cnv(ctx); + } + Debug.LogFormat("[WF] Convert {0}: {1} -> {2}", ctx.target, ctx.oldMaterial.shader.name, ctx.target.shader.name); + } + } + + protected virtual bool Validate(Material mat) + { + return true; + } + + protected class ConvertContext + { + public Material target; + public Material oldMaterial; + public Dictionary oldProps; + + public ShaderType renderType = ShaderType.NoMatch; + public bool outline = false; + } + + protected enum ShaderType + { + NoMatch, Opaque, Cutout, Transparent + } + + protected static bool IsMatchShaderName(ConvertContext ctx, string name) + { + return IsMatchShaderName(ctx.oldMaterial.shader, name); + } + + protected static bool IsMatchShaderName(Shader shader, string name) + { + return new Regex(".*" + name + ".*", RegexOptions.IgnoreCase).IsMatch(shader.name); + } + + private static bool hasCustomValue(Dictionary props, string name) + { + if (props.TryGetValue(name, out var prop)) + { + switch (prop.Type) + { + case ShaderUtil.ShaderPropertyType.Float: + case ShaderUtil.ShaderPropertyType.Range: + return 0.001f < Mathf.Abs(prop.FloatValue); + + case ShaderUtil.ShaderPropertyType.Color: + case ShaderUtil.ShaderPropertyType.Vector: + var vec = prop.VectorValue; + return 0.001f < Mathf.Abs(vec.x) || 0.001f < Mathf.Abs(vec.y) || 0.001f < Mathf.Abs(vec.z); + + case ShaderUtil.ShaderPropertyType.TexEnv: + var tex = prop.TextureValue; + return tex != null && !string.IsNullOrEmpty(AssetDatabase.GetAssetPath(tex)); + + default: + return false; + } + } + return false; + } + + protected static bool HasCustomValue(ConvertContext ctx, params string[] names) + { + var newProp = ShaderSerializedProperty.AsDict(ctx.target); + + foreach (var name in names) + { + // 新しいマテリアルから設定されていないかを調べる + if (hasCustomValue(newProp, name)) + { + return true; + } + // 古いマテリアルの側から設定されていないかを調べる + if (hasCustomValue(ctx.oldProps, name)) + { + return true; + } + } + return false; + } + + protected static bool IsURP() + { +#if UNITY_2019_1_OR_NEWER + return UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline != null; +#else + return false; +#endif + } + } + + /// + /// WFマテリアルをMobile系に変換するコンバータ + /// + public class WFMaterialToMobileShaderConverter : AbstractMaterialConverter + { + public WFMaterialToMobileShaderConverter() : base(CreateConverterList()) + { + } + + protected override bool Validate(Material mat) + { + // UnlitWFのマテリアルを対象に、URPではない場合に変換する + return WFCommonUtility.IsSupportedShader(mat) && !WFCommonUtility.IsMobileSupportedShader(mat) && !IsURP(); + } + + protected static List> CreateConverterList() + { + return new List>() { + ctx => { + bool cnv = false; + var shader = ctx.target.shader; + while (WFCommonUtility.IsSupportedShader(shader) && !WFCommonUtility.IsMobileSupportedShader(shader)) { + // シェーダ切り替え + var fallback = WFCommonUtility.GetShaderFallBackTarget(shader) ?? "Hidden/UnlitWF/WF_UnToon_Hidden"; + WFCommonUtility.ChangeShader(fallback, ctx.target); + + // シェーダ切り替え後に RenderQueue をコピー + if (ctx.oldMaterial.renderQueue != ctx.oldMaterial.shader.renderQueue // FromShader では無かった場合 + || ctx.target.shader.renderQueue != ctx.oldMaterial.shader.renderQueue) // shader で指定の queue が異なっていた場合 + { + ctx.target.renderQueue = ctx.oldMaterial.renderQueue; + } + + shader = ctx.target.shader; + cnv = true; + } + if (cnv) { + WFCommonUtility.SetupShaderKeyword(ctx.target); + EditorUtility.SetDirty(ctx.target); + } + }, + ctx => { + if (IsMatchShaderName(ctx.oldMaterial.shader, "Transparent3Pass") && !IsMatchShaderName(ctx.target.shader, "Transparent3Pass")) { + // Transparent3Pass からそうではないシェーダの切り替えでは、_AL_ZWrite を ON に変更する + ctx.target.SetInt("_AL_ZWrite", 1); + } + }, + }; + } + } + + /// + /// WF系ではないマテリアルをWF系に変換するコンバータ + /// + public class WFMaterialFromOtherShaderConverter : AbstractMaterialConverter + { + public WFMaterialFromOtherShaderConverter() : base(CreateConverterList()) + { + } + + protected override bool Validate(Material mat) + { + // UnlitWF系ではないマテリアルを対象に処理する + return !WFCommonUtility.IsSupportedShader(mat); + } + + protected static List> CreateConverterList() + { + return new List>() { + ctx => { + // アウトライン有無を判定する + if (IsMatchShaderName(ctx, "outline") && !IsMatchShaderName(ctx, "nooutline")) { + ctx.outline = true; + } + else if (HasCustomValue(ctx, "_OutlineMask", "_OutLineMask", "_OutlineWidthMask", "_Outline_Sampler", "_OutLineEnable", "_OutlineMode", "_UseOutline")) { + ctx.outline = true; + } + }, + ctx => { + // RenderType からシェーダタイプを判定する + if (IsMatchShaderName(ctx, "InternalErrorShader")) { + return; + } + if (ctx.renderType == ShaderType.NoMatch) { + switch(ctx.oldMaterial.GetTag("RenderType", false, "")) + { + case "Opaque": + ctx.renderType = ShaderType.Opaque; + break; + case "TransparentCutout": + ctx.renderType = ShaderType.Cutout; + break; + case "Transparent": + ctx.renderType = ShaderType.Transparent; + break; + } + } + }, + ctx => { + // シェーダ名からシェーダタイプを判定する + if (ctx.renderType == ShaderType.NoMatch) { + if (IsMatchShaderName(ctx, "opaque") || IsMatchShaderName(ctx, "texture")) { + ctx.renderType = ShaderType.Opaque; + } + else if (IsMatchShaderName(ctx, "cutout")) { + ctx.renderType = ShaderType.Cutout; + } + else if (IsMatchShaderName(ctx, "trans")) { + ctx.renderType = ShaderType.Transparent; + } + } + }, + ctx => { + // RenderQueue からシェーダタイプを判定する + if (IsMatchShaderName(ctx, "InternalErrorShader")) { + return; + } + if (ctx.renderType == ShaderType.NoMatch) { + var queue = ctx.oldMaterial.renderQueue; + if (queue < 0) { + queue = ctx.oldMaterial.shader.renderQueue; + } + if (queue < 2450) { + ctx.renderType = ShaderType.Opaque; + } else if (queue < 2500) { + ctx.renderType = ShaderType.Cutout; + } else { + ctx.renderType = ShaderType.Transparent; + } + } + }, + ctx => { + // _ClippingMask の有無からシェーダタイプを判定する + if (ctx.renderType == ShaderType.NoMatch) { + if (HasCustomValue(ctx, "_ClippingMask")) { + ctx.renderType = ShaderType.Cutout; + } + } + }, + ctx => { + if (IsURP()) { + switch(ctx.renderType) { + case ShaderType.Transparent: + WFCommonUtility.ChangeShader("UnlitWF_URP/WF_UnToon_Transparent", ctx.target); + break; + case ShaderType.Cutout: + WFCommonUtility.ChangeShader("UnlitWF_URP/WF_UnToon_TransCutout", ctx.target); + break; + default: + WFCommonUtility.ChangeShader("UnlitWF_URP/WF_UnToon_Opaque", ctx.target); + break; + } + } + else if (ctx.outline) { + switch(ctx.renderType) { + case ShaderType.Transparent: + WFCommonUtility.ChangeShader("UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent", ctx.target); + break; + case ShaderType.Cutout: + WFCommonUtility.ChangeShader("UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout", ctx.target); + break; + default: + WFCommonUtility.ChangeShader("UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque", ctx.target); + break; + } + } else { + switch(ctx.renderType) { + case ShaderType.Transparent: + WFCommonUtility.ChangeShader("UnlitWF/WF_UnToon_Transparent", ctx.target); + break; + case ShaderType.Cutout: + WFCommonUtility.ChangeShader("UnlitWF/WF_UnToon_TransCutout", ctx.target); + break; + default: + WFCommonUtility.ChangeShader("UnlitWF/WF_UnToon_Opaque", ctx.target); + break; + } + } + // シェーダ切り替え後に RenderQueue をコピー + ctx.target.renderQueue = ctx.oldMaterial.renderQueue; + }, + ctx => { + if (HasCustomValue(ctx, "_MainTex")) { + // メインテクスチャがあるならば _Color は白にする + ctx.target.SetColor("_Color", Color.white); + } + }, + ctx => { + // アルファマスク + WFMaterialEditUtility.ReplacePropertyNamesWithoutUndo(ctx.target, + new PropertyNameReplacement("_AlphaMask", "_AL_MaskTex"), + new PropertyNameReplacement("_ClippingMask", "_AL_MaskTex")); + if (HasCustomValue(ctx, "_AL_MaskTex")) { + ctx.target.SetInt("_AL_Source", 1); // AlphaSource = MASK_TEX_RED + } + }, + ctx => { + // ノーマルマップ + WFMaterialEditUtility.ReplacePropertyNamesWithoutUndo(ctx.target, + new PropertyNameReplacement("_NormalMap", "_BumpMap")); + if (HasCustomValue(ctx, "_BumpMap", "_DetailNormalMap")) { + ctx.target.SetInt("_NM_Enable", 1); + } + }, + ctx => { + // メタリック + if (HasCustomValue(ctx, "_MetallicGlossMap", "_SpecGlossMap")) { + ctx.target.SetInt("_MT_Enable", 1); + } + }, + ctx => { + // AO + if (HasCustomValue(ctx, "_OcclusionMap")) { + ctx.target.SetInt("_AO_Enable", 1); + } + }, + ctx => { + // Emission + WFMaterialEditUtility.ReplacePropertyNamesWithoutUndo(ctx.target, + new PropertyNameReplacement("_Emissive_Tex", "_EmissionMap"), + new PropertyNameReplacement("_Emissive_Color", "_EmissionColor")); + if (HasCustomValue(ctx, "_EmissionMap", "_UseEmission", "_EmissionEnable", "_EnableEmission")) { + ctx.target.SetInt("_ES_Enable", 1); + } + }, + ctx => { + // Toon影 + ctx.target.SetInt("_TS_Enable", 1); + WFMaterialEditUtility.ReplacePropertyNamesWithoutUndo(ctx.target, + // 1影 + new PropertyNameReplacement("_1st_ShadeMap", "_TS_1stTex"), + new PropertyNameReplacement("_ShadowColorTex", "_TS_1stTex"), + new PropertyNameReplacement("_1st_ShadeColor", "_TS_1stColor"), + new PropertyNameReplacement("_ShadowColor", "_TS_1stColor"), + // 2影 + new PropertyNameReplacement("_2nd_ShadeMap", "_TS_2ndTex"), + new PropertyNameReplacement("_Shadow2ndColorTex", "_TS_2ndTex"), + new PropertyNameReplacement("_2nd_ShadeColor", "_TS_2ndColor"), + new PropertyNameReplacement("_Shadow2ndColor", "_TS_2ndColor") + ); + // 1影2影とも色相だけ反映して彩度・明度はリセットしてしまう + if (HasCustomValue(ctx, "_TS_1stColor")) { + float hur, sat, val; + Color.RGBToHSV(ctx.target.GetColor("_TS_1stColor"), out hur, out sat, out val); + if (sat < 0.05f) { + hur = 4 / 6f; + } + ctx.target.SetColor("_TS_1stColor", Color.HSVToRGB(hur, 0.1f, 0.9f)); + } + if (HasCustomValue(ctx, "_TS_2ndColor")) { + float hur, sat, val; + Color.RGBToHSV(ctx.target.GetColor("_TS_2ndColor"), out hur, out sat, out val); + if (sat < 0.05f) { + hur = 4 / 6f; + } + ctx.target.SetColor("_TS_2ndColor", Color.HSVToRGB(hur, 0.15f, 0.8f)); + } + // これらのテクスチャが設定されているならば _MainTex を _TS_BaseTex にも設定する + if (HasCustomValue(ctx, "_TS_1stTex", "_TS_2ndTex")) { + if (!HasCustomValue(ctx, "_TS_BaseTex")) { + ctx.target.SetTexture("_TS_BaseTex", ctx.target.GetTexture("_MainTex")); + } + if (!HasCustomValue(ctx, "_TS_1stTex")) { + ctx.target.SetTexture("_TS_1stTex", ctx.target.GetTexture("_TS_BaseTex")); + } + if (!HasCustomValue(ctx, "_TS_2ndTex")) { + ctx.target.SetTexture("_TS_2ndTex", ctx.target.GetTexture("_TS_1stTex")); + } + if (!HasCustomValue(ctx, "_TS_3rdTex")) { + ctx.target.SetTexture("_TS_3rdTex", ctx.target.GetTexture("_TS_2ndTex")); + } + // ただし _TS_BaseTex, _TS_1stTex, _TS_2ndTex, _TS_3rdTex が全て同じ Texture を指しているならば全てクリアする + if (ctx.target.GetTexture("_TS_BaseTex") == ctx.target.GetTexture("_TS_1stTex") + && ctx.target.GetTexture("_TS_1stTex") == ctx.target.GetTexture("_TS_2ndTex") + && ctx.target.GetTexture("_TS_2ndTex") == ctx.target.GetTexture("_TS_3rdTex")) { + ctx.target.SetTexture("_TS_BaseTex", null); + ctx.target.SetTexture("_TS_1stTex", null); + ctx.target.SetTexture("_TS_2ndTex", null); + ctx.target.SetTexture("_TS_3rdTex", null); + } + } + }, + ctx => { + // リムライト + if (HasCustomValue(ctx, "_UseRim", "_RimLight", "_RimLitEnable", "_EnableRimLighting")) { + ctx.target.SetInt("_TR_Enable", 1); + WFMaterialEditUtility.ReplacePropertyNamesWithoutUndo(ctx.target, + new PropertyNameReplacement("_RimColor", "_TR_Color"), + new PropertyNameReplacement("_RimLitColor", "_TR_Color"), + new PropertyNameReplacement("_RimLightColor", "_TR_Color"), + new PropertyNameReplacement("_RimLitMask", "_TR_MaskTex"), + new PropertyNameReplacement("_RimBlendMask", "_TR_MaskTex"), + new PropertyNameReplacement("_Set_RimLightMask", "_TR_Color"), + new PropertyNameReplacement("_RimMask", "_TR_Color") + ); + if (HasCustomValue(ctx, "_TR_Color")) { + ctx.target.SetInt("_TR_BlendType", 2); // ADD + } + } + }, + ctx => { + // アウトライン + WFMaterialEditUtility.ReplacePropertyNamesWithoutUndo(ctx.target, + new PropertyNameReplacement("_OutlineColor", "_TL_LineColor"), + new PropertyNameReplacement("_Outline_Color", "_TL_LineColor"), + new PropertyNameReplacement("_OutLineColor", "_TL_LineColor"), + new PropertyNameReplacement("_LineColor", "_TL_LineColor"), + // ColorTex + new PropertyNameReplacement("_OutlineTex", "_TL_CustomColorTex"), + new PropertyNameReplacement("_OutLineTexture", "_TL_CustomColorTex"), + new PropertyNameReplacement("_OutlineTexture", "_TL_CustomColorTex"), + // MaskTex + new PropertyNameReplacement("_OutlineWidthMask", "_TL_MaskTex"), + new PropertyNameReplacement("_Outline_Sampler", "_TL_MaskTex"), + new PropertyNameReplacement("_OutlineMask", "_TL_MaskTex"), + new PropertyNameReplacement("_OutLineMask", "_TL_MaskTex") + ); + }, + ctx => { + // アルファをリセットし、キーワードを整理する + var resetParam = ResetParameter.Create(); + resetParam.materials = new Material[]{ ctx.target }; + resetParam.resetColorAlpha = true; + // resetParam.resetUnused = true; + resetParam.resetKeywords = true; + WFMaterialEditUtility.ResetPropertiesWithoutUndo(resetParam); + }, + }; + } + } + + public static class ScanAndMigrationExecutor + { + public const int VERSION = 2; + private static readonly string KEY_MIG_VERSION = "UnlitWF.ShaderEditor/autoMigrationVersion"; + + public static void ExecuteAuto() + { + if (EditorApplication.isPlayingOrWillChangePlaymode) + { + // 実行中は何もしない + return; + } + if (VERSION <= GetCurrentMigrationVersion()) + { + // バージョンが新しいなら何もしない + return; + } + if (!WFEditorSetting.GetOneOfSettings().enableScanProjects) + { + // 設定で無効化されているならば何もしない + return; + } + + var msg = WFI18N.Translate(WFMessageText.DgMigrationAuto); + var lang = WFEditorPrefs.LangMode; + var ok = lang == EditorLanguage.日本語 ? "実行する" : "Go Ahead"; + var cancel = lang == EditorLanguage.日本語 ? "結構です" : "No Thanks"; + var alt = lang == EditorLanguage.日本語 ? "後で聞いて" : "Ask Me Later"; + + switch (EditorUtility.DisplayDialogComplex("WF migration materials", msg, ok, cancel, alt)) + { + case 0: + // 実行してバージョン上書き + ScanAndMigration(); + break; + case 1: + // 実行せずバージョン上書き + break; + case 2: + // あとで確認する + return; + } + + // Setting の中のバージョンを上書き + SaveCurrentMigrationVersion(); + } + + public static void ExecuteByManual() + { + var msg = WFI18N.Translate(WFMessageText.DgMigrationManual); + var lang = WFEditorPrefs.LangMode; + var ok = lang == EditorLanguage.日本語 ? "実行する" : "Go Ahead"; + var cancel = lang == EditorLanguage.日本語 ? "結構です" : "No Thanks"; + if (EditorUtility.DisplayDialog("WF migration materials", msg, ok, cancel)) + { + ScanAndMigration(); + SaveCurrentMigrationVersion(); + } + } + + public static int GetCurrentMigrationVersion() + { + if (int.TryParse(EditorUserSettings.GetConfigValue(KEY_MIG_VERSION) ?? "0", out var version)) + { + return version; + } + return 0; + } + + public static void SaveCurrentMigrationVersion() + { + EditorUserSettings.SetConfigValue(KEY_MIG_VERSION, VERSION.ToString()); + } + + public static void ScanAndMigration() + { + // Go Ahead + var done = MaterialSeeker.SeekProjectAllMaterial("migration materials", Migration); + if (0 < done) + { + AssetDatabase.SaveAssets(); + Debug.LogFormat("[WF] Scan And Migration {0} materials", done); + } + } + + public static bool Migration(string[] paths) + { + bool result = false; + foreach (var path in paths) + { + result |= Migration(path); + } + return result; + } + + public static bool Migration(string path) + { + if (string.IsNullOrWhiteSpace(path) || !path.EndsWith(".mat")) + { + return false; + } + var mat = AssetDatabase.LoadAssetAtPath(path); + return Migration(mat); + } + + private static bool Migration(Material mat) + { + if (!WFCommonUtility.IsSupportedShader(mat)) + { + return false; + } + WFMaterialEditUtility.MigrationMaterialWithoutUndo(mat); + return true; + } + } +} + +#endif diff --git a/Editor/WF_MaterialConverter.cs.meta b/Editor/WF_MaterialConverter.cs.meta new file mode 100644 index 00000000..80e3a798 --- /dev/null +++ b/Editor/WF_MaterialConverter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3cfda3489e17b1443aff9df4cca77dde +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Editor/WF_ShaderToolWindow.cs b/Editor/WF_ShaderToolWindow.cs index a579d07a..b34bd5da 100644 --- a/Editor/WF_ShaderToolWindow.cs +++ b/Editor/WF_ShaderToolWindow.cs @@ -20,7 +20,6 @@ using System; using System.Collections.Generic; using System.Linq; -using System.Text.RegularExpressions; using UnityEditor; using UnityEngine; @@ -653,579 +652,6 @@ private void OnGUI() #endregion - public abstract class AbstractMaterialConverter - { - private readonly List> converters; - - protected AbstractMaterialConverter(List> converters) - { - this.converters = converters; - } - - public void ExecAutoConvert(params Material[] mats) - { - Undo.RecordObjects(mats, "WF Convert materials"); - ExecAutoConvertWithoutUndo(mats); - } - - public void ExecAutoConvertWithoutUndo(params Material[] mats) - { - foreach (var mat in mats) - { - if (mat == null) - { - continue; - } - if (!Validate(mat)) - { - continue; - } - - var ctx = new ConvertContext(); - ctx.target = mat; - ctx.oldMaterial = new Material(mat); - ctx.oldProps = ShaderSerializedProperty.AsDict(ctx.oldMaterial); - - foreach (var cnv in converters) - { - cnv(ctx); - } - Debug.LogFormat("[WF] Convert {0}: {1} -> {2}", ctx.target, ctx.oldMaterial.shader.name, ctx.target.shader.name); - } - } - - protected virtual bool Validate(Material mat) - { - return true; - } - - protected class ConvertContext - { - public Material target; - public Material oldMaterial; - public Dictionary oldProps; - - public ShaderType renderType = ShaderType.NoMatch; - public bool outline = false; - } - - protected enum ShaderType - { - NoMatch, Opaque, Cutout, Transparent - } - - protected static bool IsMatchShaderName(ConvertContext ctx, string name) - { - return IsMatchShaderName(ctx.oldMaterial.shader, name); - } - - protected static bool IsMatchShaderName(Shader shader, string name) - { - return new Regex(".*" + name + ".*", RegexOptions.IgnoreCase).IsMatch(shader.name); - } - - private static bool hasCustomValue(Dictionary props, string name) - { - if (props.TryGetValue(name, out var prop)) - { - switch (prop.Type) - { - case ShaderUtil.ShaderPropertyType.Float: - case ShaderUtil.ShaderPropertyType.Range: - return 0.001f < Mathf.Abs(prop.FloatValue); - - case ShaderUtil.ShaderPropertyType.Color: - case ShaderUtil.ShaderPropertyType.Vector: - var vec = prop.VectorValue; - return 0.001f < Mathf.Abs(vec.x) || 0.001f < Mathf.Abs(vec.y) || 0.001f < Mathf.Abs(vec.z); - - case ShaderUtil.ShaderPropertyType.TexEnv: - var tex = prop.TextureValue; - return tex != null && !string.IsNullOrEmpty(AssetDatabase.GetAssetPath(tex)); - - default: - return false; - } - } - return false; - } - - protected static bool HasCustomValue(ConvertContext ctx, params string[] names) - { - var newProp = ShaderSerializedProperty.AsDict(ctx.target); - - foreach (var name in names) - { - // 新しいマテリアルから設定されていないかを調べる - if (hasCustomValue(newProp, name)) - { - return true; - } - // 古いマテリアルの側から設定されていないかを調べる - if (hasCustomValue(ctx.oldProps, name)) - { - return true; - } - } - return false; - } - - protected static bool IsURP() - { -#if UNITY_2019_1_OR_NEWER - return UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline != null; -#else - return false; -#endif - } - } - - /// - /// WFマテリアルをMobile系に変換するコンバータ - /// - public class WFMaterialToMobileShaderConverter : AbstractMaterialConverter - { - public WFMaterialToMobileShaderConverter() : base(CreateConverterList()) - { - } - - protected override bool Validate(Material mat) - { - // UnlitWFのマテリアルを対象に、URPではない場合に変換する - return WFCommonUtility.IsSupportedShader(mat) && !WFCommonUtility.IsMobileSupportedShader(mat) && !IsURP(); - } - - protected static List> CreateConverterList() - { - return new List>() { - ctx => { - bool cnv = false; - var shader = ctx.target.shader; - while (WFCommonUtility.IsSupportedShader(shader) && !WFCommonUtility.IsMobileSupportedShader(shader)) { - // シェーダ切り替え - var fallback = WFCommonUtility.GetShaderFallBackTarget(shader) ?? "Hidden/UnlitWF/WF_UnToon_Hidden"; - WFCommonUtility.ChangeShader(fallback, ctx.target); - - // シェーダ切り替え後に RenderQueue をコピー - if (ctx.oldMaterial.renderQueue != ctx.oldMaterial.shader.renderQueue // FromShader では無かった場合 - || ctx.target.shader.renderQueue != ctx.oldMaterial.shader.renderQueue) // shader で指定の queue が異なっていた場合 - { - ctx.target.renderQueue = ctx.oldMaterial.renderQueue; - } - - shader = ctx.target.shader; - cnv = true; - } - if (cnv) { - WFCommonUtility.SetupShaderKeyword(ctx.target); - EditorUtility.SetDirty(ctx.target); - } - }, - ctx => { - if (IsMatchShaderName(ctx.oldMaterial.shader, "Transparent3Pass") && !IsMatchShaderName(ctx.target.shader, "Transparent3Pass")) { - // Transparent3Pass からそうではないシェーダの切り替えでは、_AL_ZWrite を ON に変更する - ctx.target.SetInt("_AL_ZWrite", 1); - } - }, - }; - } - } - - /// - /// WF系ではないマテリアルをWF系に変換するコンバータ - /// - public class WFMaterialFromOtherShaderConverter : AbstractMaterialConverter - { - public WFMaterialFromOtherShaderConverter() : base(CreateConverterList()) - { - } - - protected override bool Validate(Material mat) - { - // UnlitWF系ではないマテリアルを対象に処理する - return !WFCommonUtility.IsSupportedShader(mat); - } - - protected static List> CreateConverterList() - { - return new List>() { - ctx => { - // アウトライン有無を判定する - if (IsMatchShaderName(ctx, "outline") && !IsMatchShaderName(ctx, "nooutline")) { - ctx.outline = true; - } - else if (HasCustomValue(ctx, "_OutlineMask", "_OutLineMask", "_OutlineWidthMask", "_Outline_Sampler", "_OutLineEnable", "_OutlineMode", "_UseOutline")) { - ctx.outline = true; - } - }, - ctx => { - // RenderType からシェーダタイプを判定する - if (IsMatchShaderName(ctx, "InternalErrorShader")) { - return; - } - if (ctx.renderType == ShaderType.NoMatch) { - switch(ctx.oldMaterial.GetTag("RenderType", false, "")) - { - case "Opaque": - ctx.renderType = ShaderType.Opaque; - break; - case "TransparentCutout": - ctx.renderType = ShaderType.Cutout; - break; - case "Transparent": - ctx.renderType = ShaderType.Transparent; - break; - } - } - }, - ctx => { - // シェーダ名からシェーダタイプを判定する - if (ctx.renderType == ShaderType.NoMatch) { - if (IsMatchShaderName(ctx, "opaque") || IsMatchShaderName(ctx, "texture")) { - ctx.renderType = ShaderType.Opaque; - } - else if (IsMatchShaderName(ctx, "cutout")) { - ctx.renderType = ShaderType.Cutout; - } - else if (IsMatchShaderName(ctx, "trans")) { - ctx.renderType = ShaderType.Transparent; - } - } - }, - ctx => { - // RenderQueue からシェーダタイプを判定する - if (IsMatchShaderName(ctx, "InternalErrorShader")) { - return; - } - if (ctx.renderType == ShaderType.NoMatch) { - var queue = ctx.oldMaterial.renderQueue; - if (queue < 0) { - queue = ctx.oldMaterial.shader.renderQueue; - } - if (queue < 2450) { - ctx.renderType = ShaderType.Opaque; - } else if (queue < 2500) { - ctx.renderType = ShaderType.Cutout; - } else { - ctx.renderType = ShaderType.Transparent; - } - } - }, - ctx => { - // _ClippingMask の有無からシェーダタイプを判定する - if (ctx.renderType == ShaderType.NoMatch) { - if (HasCustomValue(ctx, "_ClippingMask")) { - ctx.renderType = ShaderType.Cutout; - } - } - }, - ctx => { - if (IsURP()) { - switch(ctx.renderType) { - case ShaderType.Transparent: - WFCommonUtility.ChangeShader("UnlitWF_URP/WF_UnToon_Transparent", ctx.target); - break; - case ShaderType.Cutout: - WFCommonUtility.ChangeShader("UnlitWF_URP/WF_UnToon_TransCutout", ctx.target); - break; - default: - WFCommonUtility.ChangeShader("UnlitWF_URP/WF_UnToon_Opaque", ctx.target); - break; - } - } - else if (ctx.outline) { - switch(ctx.renderType) { - case ShaderType.Transparent: - WFCommonUtility.ChangeShader("UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent", ctx.target); - break; - case ShaderType.Cutout: - WFCommonUtility.ChangeShader("UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout", ctx.target); - break; - default: - WFCommonUtility.ChangeShader("UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque", ctx.target); - break; - } - } else { - switch(ctx.renderType) { - case ShaderType.Transparent: - WFCommonUtility.ChangeShader("UnlitWF/WF_UnToon_Transparent", ctx.target); - break; - case ShaderType.Cutout: - WFCommonUtility.ChangeShader("UnlitWF/WF_UnToon_TransCutout", ctx.target); - break; - default: - WFCommonUtility.ChangeShader("UnlitWF/WF_UnToon_Opaque", ctx.target); - break; - } - } - // シェーダ切り替え後に RenderQueue をコピー - ctx.target.renderQueue = ctx.oldMaterial.renderQueue; - }, - ctx => { - if (HasCustomValue(ctx, "_MainTex")) { - // メインテクスチャがあるならば _Color は白にする - ctx.target.SetColor("_Color", Color.white); - } - }, - ctx => { - // アルファマスク - WFMaterialEditUtility.ReplacePropertyNamesWithoutUndo(ctx.target, - new PropertyNameReplacement("_AlphaMask", "_AL_MaskTex"), - new PropertyNameReplacement("_ClippingMask", "_AL_MaskTex")); - if (HasCustomValue(ctx, "_AL_MaskTex")) { - ctx.target.SetInt("_AL_Source", 1); // AlphaSource = MASK_TEX_RED - } - }, - ctx => { - // ノーマルマップ - WFMaterialEditUtility.ReplacePropertyNamesWithoutUndo(ctx.target, - new PropertyNameReplacement("_NormalMap", "_BumpMap")); - if (HasCustomValue(ctx, "_BumpMap", "_DetailNormalMap")) { - ctx.target.SetInt("_NM_Enable", 1); - } - }, - ctx => { - // メタリック - if (HasCustomValue(ctx, "_MetallicGlossMap", "_SpecGlossMap")) { - ctx.target.SetInt("_MT_Enable", 1); - } - }, - ctx => { - // AO - if (HasCustomValue(ctx, "_OcclusionMap")) { - ctx.target.SetInt("_AO_Enable", 1); - } - }, - ctx => { - // Emission - WFMaterialEditUtility.ReplacePropertyNamesWithoutUndo(ctx.target, - new PropertyNameReplacement("_Emissive_Tex", "_EmissionMap"), - new PropertyNameReplacement("_Emissive_Color", "_EmissionColor")); - if (HasCustomValue(ctx, "_EmissionMap", "_UseEmission", "_EmissionEnable", "_EnableEmission")) { - ctx.target.SetInt("_ES_Enable", 1); - } - }, - ctx => { - // Toon影 - ctx.target.SetInt("_TS_Enable", 1); - WFMaterialEditUtility.ReplacePropertyNamesWithoutUndo(ctx.target, - // 1影 - new PropertyNameReplacement("_1st_ShadeMap", "_TS_1stTex"), - new PropertyNameReplacement("_ShadowColorTex", "_TS_1stTex"), - new PropertyNameReplacement("_1st_ShadeColor", "_TS_1stColor"), - new PropertyNameReplacement("_ShadowColor", "_TS_1stColor"), - // 2影 - new PropertyNameReplacement("_2nd_ShadeMap", "_TS_2ndTex"), - new PropertyNameReplacement("_Shadow2ndColorTex", "_TS_2ndTex"), - new PropertyNameReplacement("_2nd_ShadeColor", "_TS_2ndColor"), - new PropertyNameReplacement("_Shadow2ndColor", "_TS_2ndColor") - ); - // 1影2影とも色相だけ反映して彩度・明度はリセットしてしまう - if (HasCustomValue(ctx, "_TS_1stColor")) { - float hur, sat, val; - Color.RGBToHSV(ctx.target.GetColor("_TS_1stColor"), out hur, out sat, out val); - if (sat < 0.05f) { - hur = 4 / 6f; - } - ctx.target.SetColor("_TS_1stColor", Color.HSVToRGB(hur, 0.1f, 0.9f)); - } - if (HasCustomValue(ctx, "_TS_2ndColor")) { - float hur, sat, val; - Color.RGBToHSV(ctx.target.GetColor("_TS_2ndColor"), out hur, out sat, out val); - if (sat < 0.05f) { - hur = 4 / 6f; - } - ctx.target.SetColor("_TS_2ndColor", Color.HSVToRGB(hur, 0.15f, 0.8f)); - } - // これらのテクスチャが設定されているならば _MainTex を _TS_BaseTex にも設定する - if (HasCustomValue(ctx, "_TS_1stTex", "_TS_2ndTex")) { - if (!HasCustomValue(ctx, "_TS_BaseTex")) { - ctx.target.SetTexture("_TS_BaseTex", ctx.target.GetTexture("_MainTex")); - } - if (!HasCustomValue(ctx, "_TS_1stTex")) { - ctx.target.SetTexture("_TS_1stTex", ctx.target.GetTexture("_TS_BaseTex")); - } - if (!HasCustomValue(ctx, "_TS_2ndTex")) { - ctx.target.SetTexture("_TS_2ndTex", ctx.target.GetTexture("_TS_1stTex")); - } - if (!HasCustomValue(ctx, "_TS_3rdTex")) { - ctx.target.SetTexture("_TS_3rdTex", ctx.target.GetTexture("_TS_2ndTex")); - } - // ただし _TS_BaseTex, _TS_1stTex, _TS_2ndTex, _TS_3rdTex が全て同じ Texture を指しているならば全てクリアする - if (ctx.target.GetTexture("_TS_BaseTex") == ctx.target.GetTexture("_TS_1stTex") - && ctx.target.GetTexture("_TS_1stTex") == ctx.target.GetTexture("_TS_2ndTex") - && ctx.target.GetTexture("_TS_2ndTex") == ctx.target.GetTexture("_TS_3rdTex")) { - ctx.target.SetTexture("_TS_BaseTex", null); - ctx.target.SetTexture("_TS_1stTex", null); - ctx.target.SetTexture("_TS_2ndTex", null); - ctx.target.SetTexture("_TS_3rdTex", null); - } - } - }, - ctx => { - // リムライト - if (HasCustomValue(ctx, "_UseRim", "_RimLight", "_RimLitEnable", "_EnableRimLighting")) { - ctx.target.SetInt("_TR_Enable", 1); - WFMaterialEditUtility.ReplacePropertyNamesWithoutUndo(ctx.target, - new PropertyNameReplacement("_RimColor", "_TR_Color"), - new PropertyNameReplacement("_RimLitColor", "_TR_Color"), - new PropertyNameReplacement("_RimLightColor", "_TR_Color"), - new PropertyNameReplacement("_RimLitMask", "_TR_MaskTex"), - new PropertyNameReplacement("_RimBlendMask", "_TR_MaskTex"), - new PropertyNameReplacement("_Set_RimLightMask", "_TR_Color"), - new PropertyNameReplacement("_RimMask", "_TR_Color") - ); - if (HasCustomValue(ctx, "_TR_Color")) { - ctx.target.SetInt("_TR_BlendType", 2); // ADD - } - } - }, - ctx => { - // アウトライン - WFMaterialEditUtility.ReplacePropertyNamesWithoutUndo(ctx.target, - new PropertyNameReplacement("_OutlineColor", "_TL_LineColor"), - new PropertyNameReplacement("_Outline_Color", "_TL_LineColor"), - new PropertyNameReplacement("_OutLineColor", "_TL_LineColor"), - new PropertyNameReplacement("_LineColor", "_TL_LineColor"), - // ColorTex - new PropertyNameReplacement("_OutlineTex", "_TL_CustomColorTex"), - new PropertyNameReplacement("_OutLineTexture", "_TL_CustomColorTex"), - new PropertyNameReplacement("_OutlineTexture", "_TL_CustomColorTex"), - // MaskTex - new PropertyNameReplacement("_OutlineWidthMask", "_TL_MaskTex"), - new PropertyNameReplacement("_Outline_Sampler", "_TL_MaskTex"), - new PropertyNameReplacement("_OutlineMask", "_TL_MaskTex"), - new PropertyNameReplacement("_OutLineMask", "_TL_MaskTex") - ); - }, - ctx => { - // アルファをリセットし、キーワードを整理する - var resetParam = ResetParameter.Create(); - resetParam.materials = new Material[]{ ctx.target }; - resetParam.resetColorAlpha = true; - // resetParam.resetUnused = true; - resetParam.resetKeywords = true; - WFMaterialEditUtility.ResetPropertiesWithoutUndo(resetParam); - }, - }; - } - } - - public static class ScanAndMigrationExecutor - { - public const int VERSION = 2; - private static readonly string KEY_MIG_VERSION = "UnlitWF.ShaderEditor/autoMigrationVersion"; - - public static void ExecuteAuto() - { - if (EditorApplication.isPlayingOrWillChangePlaymode) - { - // 実行中は何もしない - return; - } - if (VERSION <= GetCurrentMigrationVersion()) - { - // バージョンが新しいなら何もしない - return; - } - if (!WFEditorSetting.GetOneOfSettings().enableScanProjects) - { - // 設定で無効化されているならば何もしない - return; - } - - var msg = WFI18N.Translate(WFMessageText.DgMigrationAuto); - var lang = WFEditorPrefs.LangMode; - var ok = lang == EditorLanguage.日本語 ? "実行する" : "Go Ahead"; - var cancel = lang == EditorLanguage.日本語 ? "結構です" : "No Thanks"; - var alt = lang == EditorLanguage.日本語 ? "後で聞いて" : "Ask Me Later"; - - switch (EditorUtility.DisplayDialogComplex("WF migration materials", msg, ok, cancel, alt)) - { - case 0: - // 実行してバージョン上書き - ScanAndMigration(); - break; - case 1: - // 実行せずバージョン上書き - break; - case 2: - // あとで確認する - return; - } - - // Setting の中のバージョンを上書き - SaveCurrentMigrationVersion(); - } - - public static void ExecuteByManual() - { - var msg = WFI18N.Translate(WFMessageText.DgMigrationManual); - var lang = WFEditorPrefs.LangMode; - var ok = lang == EditorLanguage.日本語 ? "実行する" : "Go Ahead"; - var cancel = lang == EditorLanguage.日本語 ? "結構です" : "No Thanks"; - if (EditorUtility.DisplayDialog("WF migration materials", msg, ok, cancel)) - { - ScanAndMigration(); - SaveCurrentMigrationVersion(); - } - } - - public static int GetCurrentMigrationVersion() - { - if (int.TryParse(EditorUserSettings.GetConfigValue(KEY_MIG_VERSION) ?? "0", out var version)) - { - return version; - } - return 0; - } - - public static void SaveCurrentMigrationVersion() - { - EditorUserSettings.SetConfigValue(KEY_MIG_VERSION, VERSION.ToString()); - } - - public static void ScanAndMigration() - { - // Go Ahead - var done = MaterialSeeker.SeekProjectAllMaterial("migration materials", Migration); - if (0 < done) - { - AssetDatabase.SaveAssets(); - Debug.LogFormat("[WF] Scan And Migration {0} materials", done); - } - } - - public static bool Migration(string[] paths) - { - bool result = false; - foreach (var path in paths) - { - result |= Migration(path); - } - return result; - } - - public static bool Migration(string path) - { - if (string.IsNullOrWhiteSpace(path) || !path.EndsWith(".mat")) - { - return false; - } - var mat = AssetDatabase.LoadAssetAtPath(path); - return Migration(mat); - } - - private static bool Migration(Material mat) - { - if (!WFCommonUtility.IsSupportedShader(mat)) - { - return false; - } - WFMaterialEditUtility.MigrationMaterialWithoutUndo(mat); - return true; - } - } } #endif From 9bbbf8dbb4c3c7287343e930cb8f1ad09c70c6bd Mon Sep 17 00:00:00 2001 From: whiteflare Date: Sat, 4 Jun 2022 13:18:31 +0900 Subject: [PATCH 04/33] =?UTF-8?q?MaterialConverter=E3=81=BE=E3=82=8F?= =?UTF-8?q?=E3=82=8A=E3=81=AE=E3=83=AA=E3=83=95=E3=82=A1=E3=82=AF=E3=82=BF?= =?UTF-8?q?=E3=83=AA=E3=83=B3=E3=82=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_AutoMigrationPostprocessor.cs | 5 +- Editor/WF_MaterialConverter.cs | 68 ++++++++++++++++--------- Editor/WF_ShaderCustomEditor.cs | 22 ++++++++ Editor/WF_ShaderToolWindow.cs | 8 +-- 4 files changed, 72 insertions(+), 31 deletions(-) diff --git a/Editor/WF_AutoMigrationPostprocessor.cs b/Editor/WF_AutoMigrationPostprocessor.cs index f60878c9..ee3bb3a4 100644 --- a/Editor/WF_AutoMigrationPostprocessor.cs +++ b/Editor/WF_AutoMigrationPostprocessor.cs @@ -25,14 +25,13 @@ public class WF_AutoMigrationPostprocessor : AssetPostprocessor { static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromPath) { - ScanAndMigrationExecutor.Migration(importedAssets); + Converter.ScanAndMigrationExecutor.Migration(importedAssets); } [InitializeOnLoadMethod] public static void ExecuteAuto() { - ScanAndMigrationExecutor.ExecuteAuto(); - + Converter.ScanAndMigrationExecutor.ExecuteAuto(); } } } diff --git a/Editor/WF_MaterialConverter.cs b/Editor/WF_MaterialConverter.cs index 5fdd5e17..c613d882 100644 --- a/Editor/WF_MaterialConverter.cs +++ b/Editor/WF_MaterialConverter.cs @@ -23,13 +23,32 @@ using UnityEditor; using UnityEngine; -namespace UnlitWF +namespace UnlitWF.Converter { - public abstract class AbstractMaterialConverter + /// + /// 変換コンテキスト + /// + public class ConvertContext { - private readonly List> converters; + /// + /// 変換中のマテリアル + /// + public Material target; + /// + /// 変換前のマテリアル + /// + public Material oldMaterial; + /// + /// 変換前のマテリアルに入っていたShaderSerializedProperty + /// + public Dictionary oldProps; + } - protected AbstractMaterialConverter(List> converters) + public abstract class AbstractMaterialConverter where CTX: ConvertContext, new() + { + private readonly List> converters; + + protected AbstractMaterialConverter(List> converters) { this.converters = converters; } @@ -53,7 +72,7 @@ public void ExecAutoConvertWithoutUndo(params Material[] mats) continue; } - var ctx = new ConvertContext(); + var ctx = new CTX(); ctx.target = mat; ctx.oldMaterial = new Material(mat); ctx.oldProps = ShaderSerializedProperty.AsDict(ctx.oldMaterial); @@ -66,26 +85,16 @@ public void ExecAutoConvertWithoutUndo(params Material[] mats) } } + /// + /// 変換元マテリアルが変換対象かどうかを判定する。 + /// + /// + /// protected virtual bool Validate(Material mat) { return true; } - protected class ConvertContext - { - public Material target; - public Material oldMaterial; - public Dictionary oldProps; - - public ShaderType renderType = ShaderType.NoMatch; - public bool outline = false; - } - - protected enum ShaderType - { - NoMatch, Opaque, Cutout, Transparent - } - protected static bool IsMatchShaderName(ConvertContext ctx, string name) { return IsMatchShaderName(ctx.oldMaterial.shader, name); @@ -155,7 +164,7 @@ protected static bool IsURP() /// /// WFマテリアルをMobile系に変換するコンバータ /// - public class WFMaterialToMobileShaderConverter : AbstractMaterialConverter + public class WFMaterialToMobileShaderConverter : AbstractMaterialConverter { public WFMaterialToMobileShaderConverter() : base(CreateConverterList()) { @@ -206,7 +215,7 @@ protected static List> CreateConverterList() /// /// WF系ではないマテリアルをWF系に変換するコンバータ /// - public class WFMaterialFromOtherShaderConverter : AbstractMaterialConverter + public class WFMaterialFromOtherShaderConverter : AbstractMaterialConverter { public WFMaterialFromOtherShaderConverter() : base(CreateConverterList()) { @@ -218,9 +227,20 @@ protected override bool Validate(Material mat) return !WFCommonUtility.IsSupportedShader(mat); } - protected static List> CreateConverterList() + public class SelectShaderContext : ConvertContext { - return new List>() { + public ShaderType renderType = ShaderType.NoMatch; + public bool outline = false; + } + + public enum ShaderType + { + NoMatch, Opaque, Cutout, Transparent + } + + protected static List> CreateConverterList() + { + return new List>() { ctx => { // アウトライン有無を判定する if (IsMatchShaderName(ctx, "outline") && !IsMatchShaderName(ctx, "nooutline")) { diff --git a/Editor/WF_ShaderCustomEditor.cs b/Editor/WF_ShaderCustomEditor.cs index 237103b0..5d625f0a 100644 --- a/Editor/WF_ShaderCustomEditor.cs +++ b/Editor/WF_ShaderCustomEditor.cs @@ -1089,13 +1089,35 @@ internal static bool ButtonWithDropdownList(GUIContent content, string[] buttonN #region PropertyHook + /// + /// PropertyHookで使用する表示コンテキスト + /// class PropertyGUIContext { + /// + /// 動作中のMaterialEditor + /// public readonly MaterialEditor editor; + /// + /// 全てのMaterialProperty + /// public readonly MaterialProperty[] all; + /// + /// 現在表示しようとしているMaterialProperty + /// public readonly MaterialProperty current; + + /// + /// 表示するMaterialPropertyのGUIContent。Hook内から変更することもできる。 + /// public GUIContent guiContent = null; + /// + /// 非表示にするときにHook内からtrueにする。 + /// public bool hidden = false; + /// + /// Hook内で独自にGUIを表示したとき(つまりデフォルトのShaderProperty呼び出しが不要なとき)にHook内からtrueにする。 + /// public bool custom = false; public PropertyGUIContext(MaterialEditor editor, MaterialProperty[] all, MaterialProperty current) diff --git a/Editor/WF_ShaderToolWindow.cs b/Editor/WF_ShaderToolWindow.cs index b34bd5da..543761ce 100644 --- a/Editor/WF_ShaderToolWindow.cs +++ b/Editor/WF_ShaderToolWindow.cs @@ -85,13 +85,13 @@ internal static class WFMenu private static void Menu_AutoConvertMaterial() { var mats = MaterialSeeker.GetSelectionAllMaterial(MatSelectMode.FromAssetDeep); - new WFMaterialFromOtherShaderConverter().ExecAutoConvert(mats.ToArray()); + new Converter.WFMaterialFromOtherShaderConverter().ExecAutoConvert(mats.ToArray()); } [MenuItem(WFMenu.MATERIAL_AUTOCNV, priority = WFMenu.PRI_MATERIAL_AUTOCNV)] private static void ContextMenu_AutoConvertMaterial(MenuCommand cmd) { - new WFMaterialFromOtherShaderConverter().ExecAutoConvert(cmd.context as Material); + new Converter.WFMaterialFromOtherShaderConverter().ExecAutoConvert(cmd.context as Material); } #endregion @@ -102,7 +102,7 @@ private static void ContextMenu_AutoConvertMaterial(MenuCommand cmd) [MenuItem(WFMenu.TOOLS_MIGALL, priority = WFMenu.PRI_TOOLS_MIGALL)] private static void Menu_ScanAndAllMigration() { - ScanAndMigrationExecutor.ExecuteByManual(); + Converter.ScanAndMigrationExecutor.ExecuteByManual(); } #endregion @@ -161,7 +161,7 @@ private static void ChangeMobileShader(params Material[] mats) { if (0 < mats.Length && EditorUtility.DisplayDialog("WF change Mobile shader", WFI18N.Translate(WFMessageText.DgChangeMobile), "OK", "Cancel")) { - new WFMaterialToMobileShaderConverter().ExecAutoConvert(mats); + new Converter.WFMaterialToMobileShaderConverter().ExecAutoConvert(mats); } } From 4732eec468532ab586c60206c53b6cc1013c4060 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Sat, 4 Jun 2022 17:57:20 +0900 Subject: [PATCH 05/33] =?UTF-8?q?Migration=20=E3=82=92=E4=BD=9C=E3=82=8A?= =?UTF-8?q?=E7=9B=B4=E3=81=97=E3=81=A6=20FlipMirror=20=E3=81=AE=E3=83=97?= =?UTF-8?q?=E3=83=AD=E3=83=91=E3=83=86=E3=82=A3=E5=90=8D=E3=82=82=E5=A4=89?= =?UTF-8?q?=E6=9B=B4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_Dictionary.cs | 25 ---- Editor/WF_MaterialConverter.cs | 129 ++++++++++++++++-- Editor/WF_MaterialEditUtility.cs | 90 ++++++------ Editor/WF_ShaderCustomEditor.cs | 2 +- ..._WF_URP_FakeFur_FurOnly_TransCutout.shader | 2 +- ..._WF_URP_FakeFur_FurOnly_Transparent.shader | 2 +- .../Unlit_WF_URP_FakeFur_TransCutout.shader | 2 +- .../Unlit_WF_URP_FakeFur_Transparent.shader | 2 +- Shaders/URP/Unlit_WF_URP_Gem_Opaque.shader | 2 +- .../URP/Unlit_WF_URP_Gem_Transparent.shader | 2 +- .../Unlit_WF_URP_UnToon_Mobile_Opaque.shader | 2 +- ...WF_URP_UnToon_Mobile_Outline_Opaque.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader | 2 +- .../Unlit_WF_URP_UnToon_Outline_Opaque.shader | 2 +- ...t_WF_URP_UnToon_Outline_TransCutout.shader | 2 +- .../Unlit_WF_URP_UnToon_TransCutout.shader | 2 +- .../Unlit_WF_URP_UnToon_Transparent.shader | 2 +- ...nlit_WF_URP_UnToon_Transparent_Mask.shader | 2 +- ...t_WF_URP_UnToon_Transparent_MaskOut.shader | 2 +- Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader | 2 +- ...nlit_WF_FakeFur_FurOnly_TransCutout.shader | 2 +- ...nlit_WF_FakeFur_FurOnly_Transparent.shader | 2 +- Shaders/Unlit_WF_FakeFur_Mix.shader | 2 +- Shaders/Unlit_WF_FakeFur_TransCutout.shader | 2 +- Shaders/Unlit_WF_FakeFur_Transparent.shader | 2 +- Shaders/Unlit_WF_Gem_Opaque.shader | 2 +- Shaders/Unlit_WF_Gem_Transparent.shader | 2 +- ...WF_UnToon_Custom_ClearCoat_Addition.shader | 2 +- ...t_WF_UnToon_Custom_ClearCoat_Opaque.shader | 2 +- ...UnToon_Custom_ClearCoat_TransCutout.shader | 2 +- ...UnToon_Custom_ClearCoat_Transparent.shader | 2 +- ...t_WF_UnToon_Custom_GhostTransparent.shader | 2 +- ...nlit_WF_UnToon_Custom_Mirror_Opaque.shader | 2 +- ..._UnToon_Custom_OffsetOutline_Opaque.shader | 2 +- ...Toon_Custom_PowerCap_Outline_Opaque.shader | 2 +- ..._UnToon_Custom_Tess_PowerCap_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader | 2 +- ...lit_WF_UnToon_Mobile_Outline_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Outline_Opaque.shader | 2 +- ...Unlit_WF_UnToon_Outline_TransCutout.shader | 2 +- ...Unlit_WF_UnToon_Outline_Transparent.shader | 2 +- ..._WF_UnToon_Outline_Transparent3Pass.shader | 2 +- ..._UnToon_Outline_Transparent_MaskOut.shader | 2 +- ...n_Outline_Transparent_MaskOut_Blend.shader | 2 +- .../Unlit_WF_UnToon_PowerCap_Opaque.shader | 2 +- ...nlit_WF_UnToon_PowerCap_TransCutout.shader | 2 +- ...nlit_WF_UnToon_PowerCap_Transparent.shader | 2 +- ...WF_UnToon_PowerCap_Transparent3Pass.shader | 2 +- Shaders/Unlit_WF_UnToon_Tess_Opaque.shader | 2 +- .../Unlit_WF_UnToon_Tess_TransCutout.shader | 2 +- .../Unlit_WF_UnToon_Tess_Transparent.shader | 2 +- ...lit_WF_UnToon_Tess_Transparent3Pass.shader | 2 +- Shaders/Unlit_WF_UnToon_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_Transparent.shader | 2 +- .../Unlit_WF_UnToon_Transparent3Pass.shader | 2 +- .../Unlit_WF_UnToon_Transparent_Mask.shader | 2 +- ...Unlit_WF_UnToon_Transparent_MaskOut.shader | 2 +- ...WF_UnToon_Transparent_MaskOut_Blend.shader | 2 +- ...lit_WF_UnToon_Transparent_Refracted.shader | 2 +- .../Unlit_WF_UnToon_TriShade_Opaque.shader | 2 +- ...nlit_WF_UnToon_TriShade_TransCutout.shader | 2 +- ...nlit_WF_UnToon_TriShade_Transparent.shader | 2 +- ...WF_UnToon_TriShade_Transparent3Pass.shader | 2 +- ...WF_UnToon_TriShade_Transparent_Mask.shader | 2 +- ...UnToon_TriShade_Transparent_MaskOut.shader | 2 +- ..._TriShade_Transparent_MaskOut_Blend.shader | 2 +- Shaders/WF_FakeFur.cginc | 2 +- Shaders/WF_FakeFur_Uniform.cginc | 1 - Shaders/WF_UnToon.cginc | 2 +- Shaders/WF_UnToon_Uniform.cginc | 2 +- 71 files changed, 232 insertions(+), 147 deletions(-) diff --git a/Editor/WF_Dictionary.cs b/Editor/WF_Dictionary.cs index 3c8611fb..0116818f 100644 --- a/Editor/WF_Dictionary.cs +++ b/Editor/WF_Dictionary.cs @@ -208,31 +208,6 @@ internal static class WFShaderDictionary } }, }; - /// - /// 古いマテリアルのマイグレーション:プロパティ名のリネーム辞書 - /// - public static readonly List OldPropNameToNewPropNameList = new List() { - new PropertyNameReplacement("_AL_CutOff", "_Cutoff"), - new PropertyNameReplacement("_CutOffLevel", "_Cutoff"), - new PropertyNameReplacement("_ES_Color", "_EmissionColor"), - new PropertyNameReplacement("_ES_MaskTex", "_EmissionMap"), - new PropertyNameReplacement("_FurHeight", "_FR_Height"), - new PropertyNameReplacement("_FurMaskTex", "_FR_MaskTex"), - new PropertyNameReplacement("_FurNoiseTex", "_FR_NoiseTex"), - new PropertyNameReplacement("_FurRepeat", "_FR_Repeat"), - new PropertyNameReplacement("_FurShadowPower", "_FR_ShadowPower"), - new PropertyNameReplacement("_FG_BumpMap", "_FR_BumpMap"), - new PropertyNameReplacement("_FG_FlipTangent", "_FR_FlipTangent"), - new PropertyNameReplacement("_GL_BrendPower", "_GL_BlendPower"), - new PropertyNameReplacement("_MT_BlendType", "_MT_Brightness"), - new PropertyNameReplacement("_MT_MaskTex", "_MetallicGlossMap"), - new PropertyNameReplacement("_MT_Smoothness", "_MT_ReflSmooth"), - new PropertyNameReplacement("_MT_Smoothness2", "_MT_SpecSmooth"), - new PropertyNameReplacement("_TessFactor", "_TE_Factor"), - new PropertyNameReplacement("_Smoothing", "_TE_SmoothPower"), - // new OldPropertyReplacement("_FurVector", "_FR_Vector"), // FurVectorの値は再設定が必要なので変換しない - }; - /// /// ラベル名などの物理名 → 日本語訳の変換マップ。 /// diff --git a/Editor/WF_MaterialConverter.cs b/Editor/WF_MaterialConverter.cs index c613d882..17c7d5af 100644 --- a/Editor/WF_MaterialConverter.cs +++ b/Editor/WF_MaterialConverter.cs @@ -19,6 +19,7 @@ using System; using System.Collections.Generic; +using System.Linq; using System.Text.RegularExpressions; using UnityEditor; using UnityEngine; @@ -44,7 +45,7 @@ public class ConvertContext public Dictionary oldProps; } - public abstract class AbstractMaterialConverter where CTX: ConvertContext, new() + public abstract class AbstractMaterialConverter where CTX : ConvertContext, new() { private readonly List> converters; @@ -53,14 +54,15 @@ protected AbstractMaterialConverter(List> converters) this.converters = converters; } - public void ExecAutoConvert(params Material[] mats) + public int ExecAutoConvert(params Material[] mats) { Undo.RecordObjects(mats, "WF Convert materials"); - ExecAutoConvertWithoutUndo(mats); + return ExecAutoConvertWithoutUndo(mats); } - public void ExecAutoConvertWithoutUndo(params Material[] mats) + public int ExecAutoConvertWithoutUndo(params Material[] mats) { + int count = 0; foreach (var mat in mats) { if (mat == null) @@ -72,17 +74,21 @@ public void ExecAutoConvertWithoutUndo(params Material[] mats) continue; } - var ctx = new CTX(); - ctx.target = mat; - ctx.oldMaterial = new Material(mat); + var ctx = new CTX + { + target = mat, + oldMaterial = new Material(mat) + }; ctx.oldProps = ShaderSerializedProperty.AsDict(ctx.oldMaterial); foreach (var cnv in converters) { cnv(ctx); } + count++; Debug.LogFormat("[WF] Convert {0}: {1} -> {2}", ctx.target, ctx.oldMaterial.shader.name, ctx.target.shader.name); } + return count; } /// @@ -90,10 +96,7 @@ public void ExecAutoConvertWithoutUndo(params Material[] mats) /// /// /// - protected virtual bool Validate(Material mat) - { - return true; - } + protected abstract bool Validate(Material mat); protected static bool IsMatchShaderName(ConvertContext ctx, string name) { @@ -614,8 +617,108 @@ private static bool Migration(Material mat) { return false; } - WFMaterialEditUtility.MigrationMaterialWithoutUndo(mat); - return true; + return new WFMaterialMigrationConverter().ExecAutoConvert(mat) != 0; + } + } + + /// + /// 古いWFマテリアルをマイグレーションするコンバータ + /// + public class WFMaterialMigrationConverter : AbstractMaterialConverter + { + public WFMaterialMigrationConverter() : base(CreateConverterList()) + { + } + + protected override bool Validate(Material mat) + { + // UnlitWFのマテリアルを対象に変換する + return WFCommonUtility.IsSupportedShader(mat) && ExistsNeedsMigration(mat); + } + + /// + /// 古いマテリアルのマイグレーション:プロパティ名のリネーム辞書 + /// + public static readonly List OldPropNameToNewPropNameList = new List() { + new PropertyNameReplacement("_AL_CutOff", "_Cutoff"), + new PropertyNameReplacement("_CutOffLevel", "_Cutoff"), + new PropertyNameReplacement("_ES_Color", "_EmissionColor"), + new PropertyNameReplacement("_ES_MaskTex", "_EmissionMap"), + new PropertyNameReplacement("_FurHeight", "_FR_Height"), + new PropertyNameReplacement("_FurMaskTex", "_FR_MaskTex"), + new PropertyNameReplacement("_FurNoiseTex", "_FR_NoiseTex"), + new PropertyNameReplacement("_FurRepeat", "_FR_Repeat"), + new PropertyNameReplacement("_FurShadowPower", "_FR_ShadowPower"), + new PropertyNameReplacement("_FG_BumpMap", "_FR_BumpMap"), + new PropertyNameReplacement("_FG_FlipTangent", "_FlipMirror"), + new PropertyNameReplacement("_FR_FlipTangent", "_FlipMirror"), + new PropertyNameReplacement("_FR_FlipMirror", "_FlipMirror"), + new PropertyNameReplacement("_GL_BrendPower", "_GL_BlendPower"), + new PropertyNameReplacement("_MT_BlendType", "_MT_Brightness"), + new PropertyNameReplacement("_MT_MaskTex", "_MetallicGlossMap"), + new PropertyNameReplacement("_MT_Smoothness", "_MT_ReflSmooth"), + new PropertyNameReplacement("_MT_Smoothness2", "_MT_SpecSmooth"), + new PropertyNameReplacement("_TessFactor", "_TE_Factor"), + new PropertyNameReplacement("_Smoothing", "_TE_SmoothPower"), + new PropertyNameReplacement("_NM_FlipMirror", "_FlipMirror"), // NS追加に合わせてFlipMirrorはラベルなしに変更する + new PropertyNameReplacement("_NM_2ndType", "_NS_Enable", p => { + if (p.IntValue != 0) + { + p.IntValue = 1; + } + }), + new PropertyNameReplacement("_NM_2ndUVType", "_NS_2ndUVType"), + new PropertyNameReplacement("_NM_2ndMaskTex", "_NS_2ndMaskTex"), + new PropertyNameReplacement("_NM_InvMaskVal", "_NS_InvMaskVal"), + // new OldPropertyReplacement("_FurVector", "_FR_Vector"), // FurVectorの値は再設定が必要なので変換しない + }; + + public static bool ExistsNeedsMigration(Material[] mats) + { + return mats.Any(ExistsNeedsMigration); + } + + public static bool ExistsNeedsMigration(Material mat) + { + var props = ShaderSerializedProperty.AsDict(mat); + foreach (var map in OldPropNameToNewPropNameList) + { + if (props.ContainsKey(map.beforeName)) + { + return true; + } + } + return false; + } + + protected static List> CreateConverterList() + { + return new List>() + { + ctx => { + // まずはナイーブに名称変更 + if (WFMaterialEditUtility.ReplacePropertyNamesWithoutUndo(ctx.target, OldPropNameToNewPropNameList)) + { + WFCommonUtility.SetupShaderKeyword(ctx.target); + EditorUtility.SetDirty(ctx.target); + } + }, + ctx => { + // NSを変換したときはBlendNormalを複製する + if (ctx.oldMaterial.GetInt("_NS_Enable") == 0 && ctx.target.GetInt("_NS_Enable") != 0) + { + foreach(var pn in ctx.oldProps.Keys) + { + if (WFCommonUtility.FormatPropName(pn, out var label, out var name)) { + if (name == "BlendNormal") + { + ctx.target.SetFloat(pn.Replace("_BlendNormal", "_BlendNormal2"), ctx.target.GetFloat(pn)); + } + } + } + } + } + }; } } } diff --git a/Editor/WF_MaterialEditUtility.cs b/Editor/WF_MaterialEditUtility.cs index 4108b3e4..abb6ab1b 100644 --- a/Editor/WF_MaterialEditUtility.cs +++ b/Editor/WF_MaterialEditUtility.cs @@ -109,7 +109,7 @@ public static class WFMaterialEditUtility public static bool ExistsOldNameProperty(params Material[] mats) { - return 0 < CreateRelacePropertyList(mats.Where(m => !m.shader.name.Contains("MatcapShadows")).ToArray()).Count; + return Converter.WFMaterialMigrationConverter.ExistsNeedsMigration(mats); } public static void MigrationMaterial(MigrationParameter param) @@ -120,26 +120,23 @@ public static void MigrationMaterial(MigrationParameter param) public static void MigrationMaterial(params Material[] mats) { Undo.RecordObjects(mats, "WF Migration materials"); - MigrationMaterialWithoutUndo(mats); + new Converter.WFMaterialMigrationConverter().ExecAutoConvertWithoutUndo(mats); } - public static void MigrationMaterialWithoutUndo(params Material[] mats) + + public static bool ReplacePropertyNamesWithoutUndo(Material mat, IEnumerable replacement) { - mats = mats.Where(m => !m.shader.name.Contains("MatcapShadows")).ToArray(); - // プロパティ名を変更 - var oldPropList = CreateRelacePropertyList(mats); - RenamePropNameWithoutUndo(mats, oldPropList); - // シェーダキーワードを整理 - WFCommonUtility.SetupShaderKeyword(mats); + var mats = new Material[] { mat }; + return RenamePropNameWithoutUndo(CreateReplacePropertyList(mats, replacement)); } public static bool ReplacePropertyNamesWithoutUndo(Material mat, params PropertyNameReplacement[] replacement) { var mats = new Material[] { mat }; - return RenamePropNameWithoutUndo(mats, CreateReplacePropertyList(mats, replacement)); + return RenamePropNameWithoutUndo(CreateReplacePropertyList(mats, replacement)); } - private static bool RenamePropNameWithoutUndo(Material[] mats, List replaceList) + private static bool RenamePropNameWithoutUndo(List replaceList) { if (replaceList.Count == 0) { @@ -147,19 +144,7 @@ private static bool RenamePropNameWithoutUndo(Material[] mats, List r.Execute()); // 保存 ShaderSerializedProperty.AllApplyPropertyChange(replaceList.Select(p => p.after)); // 旧プロパティは全て削除 @@ -173,14 +158,9 @@ private static bool RenamePropNameWithoutUndo(Material[] mats, List CreateRelacePropertyList(Material[] mats) - { - return CreateReplacePropertyList(mats, WFShaderDictionary.OldPropNameToNewPropNameList); - } - - private static List CreateReplacePropertyList(Material[] mats, IEnumerable replacement) + private static List CreateReplacePropertyList(Material[] mats, IEnumerable replacement) { - var result = new List(); + var result = new List(); foreach (var mat in mats) { var props = ShaderSerializedProperty.AsDict(mat); @@ -189,7 +169,7 @@ private static List CreateReplacePropertyList(Material[] mat var before = props.GetValueOrNull(pair.beforeName); if (before != null) { - result.Add(new RelacePropertyName(before, props.GetValueOrNull(pair.afterName), pair.afterName, pair.onAfterCopy)); + result.Add(new ReplacingPropertyMapping(before, props.GetValueOrNull(pair.afterName), pair.afterName, pair.onAfterCopy)); } } } @@ -197,20 +177,35 @@ private static List CreateReplacePropertyList(Material[] mat return result; } - struct RelacePropertyName + struct ReplacingPropertyMapping { public readonly ShaderSerializedProperty before; public readonly ShaderSerializedProperty after; public readonly string afterName; public readonly Action onAfterCopy; - public RelacePropertyName(ShaderSerializedProperty before, ShaderSerializedProperty after, string afterName, Action onAfterCopy = null) + public ReplacingPropertyMapping(ShaderSerializedProperty before, ShaderSerializedProperty after, string afterName, Action onAfterCopy = null) { this.before = before; this.after = after; this.afterName = afterName; this.onAfterCopy = onAfterCopy ?? (p => { }); } + + public void Execute() + { + if (after != null) + { + before.CopyTo(after); + onAfterCopy(after); + } + else + { + before.Rename(afterName); + onAfterCopy(before); + } + + } } #endregion @@ -343,8 +338,7 @@ public static void CleanUpProperties(CleanUpParameter param) var delPrefix = new List(); foreach (var p in props) { - string label, name; - WFCommonUtility.FormatPropName(p.name, out label, out name); + WFCommonUtility.FormatPropName(p.name, out var label, out var name); if (label != null && name.ToLower() == "enable" && p.FloatValue == 0) { delPrefix.Add(label); @@ -356,15 +350,28 @@ public static void CleanUpProperties(CleanUpParameter param) // プレフィックスに合致する設定値を消去 Predicate predPrefix = p => { - string label = WFCommonUtility.GetPrefixFromPropName(p.name); - return label != null && delPrefix.Contains(label); + if (WFCommonUtility.IsEnableToggleFromPropName(p.name)) + { + return false; // EnableToggle自体は削除しない + } + // ラベルを取得 + WFCommonUtility.FormatPropName(p.name, out var label, out var name); + if (string.IsNullOrEmpty(label)) + { + return false; // ラベルなしは削除しない + } + if (!delPrefix.Contains(label)) + { + return false; // 削除対象でないラベルは削除しない + } + return true; // 削除する }; - props.FindAll(predPrefix) - // ただしEnableToggle自体は初期化しない - .Where(p => !WFCommonUtility.IsEnableToggleFromPropName(p.name)).ToList().ForEach(p => del_props.Add(p)); + props.FindAll(predPrefix).ForEach(p => del_props.Add(p)); + // 未使用の値を削除 Predicate predUnused = p => param.resetUnused && !p.HasPropertyInShader; props.FindAll(predUnused).ForEach(p => del_props.Add(p)); + // 削除実行 DeleteProperties(del_props); @@ -666,6 +673,7 @@ public ShaderUtil.ShaderPropertyType Type public string ParentName { get { return parent.name; } } + public int IntValue { get { return (int)value.floatValue; } set { this.value.floatValue = value; } } public float FloatValue { get { return value.floatValue; } set { this.value.floatValue = value; } } public Color ColorValue { get { return value.colorValue; } set { this.value.colorValue = value; } } public Vector4 VectorValue { get { return value.vector4Value; } set { this.value.vector4Value = value; } } diff --git a/Editor/WF_ShaderCustomEditor.cs b/Editor/WF_ShaderCustomEditor.cs index 5d625f0a..72784c2c 100644 --- a/Editor/WF_ShaderCustomEditor.cs +++ b/Editor/WF_ShaderCustomEditor.cs @@ -137,7 +137,7 @@ public class ShaderCustomEditor : ShaderGUI }), // _NS_InvMaskVal の直後に FlipMirror を再表示 new CustomPropertyHook("_NS_InvMaskVal", null, (ctx, changed) => { - var prop = ctx.all.Where(p => p.name == "_NM_FlipMirror").FirstOrDefault(); + var prop = ctx.all.Where(p => p.name == "_FlipMirror").FirstOrDefault(); if (prop != null) { ctx.editor.ShaderProperty(prop, WFI18N.GetGUIContent(prop.displayName.Replace("[NM]", "[NS]"))); diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader index 79b3dbe7..a0d0a7ef 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader @@ -40,7 +40,7 @@ Shader "UnlitWF_URP/WF_FakeFur_FurOnly_TransCutout" { [Normal] _FR_BumpMap ("[FR] NormalMap Texture", 2D) = "bump" {} [Enum(NONE,0,X,1,Y,2,XY,3)] - _FR_FlipMirror ("[FR] Flip Mirror", Float) = 0 + _FlipMirror ("[FR] Flip Mirror", Float) = 0 [Header(Fur Color)] _FR_ShadowPower ("[FR] Fur ShadowPower", Range(0, 1)) = 0 _FR_TintColorBase ("[FR] Tint Color (Base)", Color) = (1, 1, 1, 1) diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader index d2bd7a45..aa18aa4f 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader @@ -37,7 +37,7 @@ Shader "UnlitWF_URP/WF_FakeFur_FurOnly_Transparent" { [Normal] _FR_BumpMap ("[FR] NormalMap Texture", 2D) = "bump" {} [Enum(NONE,0,X,1,Y,2,XY,3)] - _FR_FlipMirror ("[FR] Flip Mirror", Float) = 0 + _FlipMirror ("[FR] Flip Mirror", Float) = 0 [Header(Fur Color)] _FR_ShadowPower ("[FR] Fur ShadowPower", Range(0, 1)) = 0 _FR_TintColorBase ("[FR] Tint Color (Base)", Color) = (1, 1, 1, 1) diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader index 1388a3ae..f9b588c3 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader @@ -40,7 +40,7 @@ Shader "UnlitWF_URP/WF_FakeFur_TransCutout" { [Normal] _FR_BumpMap ("[FR] NormalMap Texture", 2D) = "bump" {} [Enum(NONE,0,X,1,Y,2,XY,3)] - _FR_FlipMirror ("[FR] Flip Mirror", Float) = 0 + _FlipMirror ("[FR] Flip Mirror", Float) = 0 [Header(Fur Color)] _FR_ShadowPower ("[FR] Fur ShadowPower", Range(0, 1)) = 0 _FR_TintColorBase ("[FR] Tint Color (Base)", Color) = (1, 1, 1, 1) diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader index 5daf29f9..a2203d0a 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader @@ -37,7 +37,7 @@ Shader "UnlitWF_URP/WF_FakeFur_Transparent" { [Normal] _FR_BumpMap ("[FR] NormalMap Texture", 2D) = "bump" {} [Enum(NONE,0,X,1,Y,2,XY,3)] - _FR_FlipMirror ("[FR] Flip Mirror", Float) = 0 + _FlipMirror ("[FR] Flip Mirror", Float) = 0 [Header(Fur Color)] _FR_ShadowPower ("[FR] Fur ShadowPower", Range(0, 1)) = 0 _FR_TintColorBase ("[FR] Tint Color (Base)", Color) = (1, 1, 1, 1) diff --git a/Shaders/URP/Unlit_WF_URP_Gem_Opaque.shader b/Shaders/URP/Unlit_WF_URP_Gem_Opaque.shader index a14ef007..a4ec88ea 100644 --- a/Shaders/URP/Unlit_WF_URP_Gem_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_Gem_Opaque.shader @@ -57,7 +57,7 @@ Shader "UnlitWF_URP/WF_Gem_Opaque" { _BumpMap ("[NM] NormalMap Texture", 2D) = "bump" {} _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Lit [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_Gem_Transparent.shader b/Shaders/URP/Unlit_WF_URP_Gem_Transparent.shader index b3f4593b..5716ef05 100644 --- a/Shaders/URP/Unlit_WF_URP_Gem_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_Gem_Transparent.shader @@ -73,7 +73,7 @@ Shader "UnlitWF_URP/WF_Gem_Transparent" { _BumpMap ("[NM] NormalMap Texture", 2D) = "bump" {} _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Lit [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader index f085afd0..9d0844b1 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader @@ -35,7 +35,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader index 494853d4..8d14c82e 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader @@ -50,7 +50,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader index 4a905959..f79b9891 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader @@ -63,7 +63,7 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader index 77f147cc..b1b03670 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader @@ -80,7 +80,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader index 6afe0b37..7b2076d9 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader @@ -92,7 +92,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader index 999890b7..ab623afd 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader @@ -75,7 +75,7 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader index e7631b85..63e96868 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader @@ -76,7 +76,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader index 69fa8745..24abbcf2 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader @@ -80,7 +80,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader index b0a071bd..6f55dcff 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader @@ -80,7 +80,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader index 5d3c3110..c4a8a790 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader @@ -44,7 +44,7 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Mix" { [Normal] _FR_BumpMap ("[FR] NormalMap Texture", 2D) = "bump" {} [Enum(NONE,0,X,1,Y,2,XY,3)] - _FR_FlipMirror ("[FR] Flip Mirror", Float) = 0 + _FlipMirror ("[FR] Flip Mirror", Float) = 0 [Header(Fur Color)] _FR_ShadowPower ("[FR] Fur ShadowPower", Range(0, 1)) = 0 _FR_TintColorBase ("[FR] Tint Color (Base)", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader index ce8c7734..3a00c573 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader @@ -40,7 +40,7 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_TransCutout" { [Normal] _FR_BumpMap ("[FR] NormalMap Texture", 2D) = "bump" {} [Enum(NONE,0,X,1,Y,2,XY,3)] - _FR_FlipMirror ("[FR] Flip Mirror", Float) = 0 + _FlipMirror ("[FR] Flip Mirror", Float) = 0 [Header(Fur Color)] _FR_ShadowPower ("[FR] Fur ShadowPower", Range(0, 1)) = 0 _FR_TintColorBase ("[FR] Tint Color (Base)", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader index 9f0f0220..c045b06e 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader @@ -37,7 +37,7 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Transparent" { [Normal] _FR_BumpMap ("[FR] NormalMap Texture", 2D) = "bump" {} [Enum(NONE,0,X,1,Y,2,XY,3)] - _FR_FlipMirror ("[FR] Flip Mirror", Float) = 0 + _FlipMirror ("[FR] Flip Mirror", Float) = 0 [Header(Fur Color)] _FR_ShadowPower ("[FR] Fur ShadowPower", Range(0, 1)) = 0 _FR_TintColorBase ("[FR] Tint Color (Base)", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_FakeFur_Mix.shader b/Shaders/Unlit_WF_FakeFur_Mix.shader index ad680180..d6414a4b 100644 --- a/Shaders/Unlit_WF_FakeFur_Mix.shader +++ b/Shaders/Unlit_WF_FakeFur_Mix.shader @@ -44,7 +44,7 @@ Shader "UnlitWF/WF_FakeFur_Mix" { [Normal] _FR_BumpMap ("[FR] NormalMap Texture", 2D) = "bump" {} [Enum(NONE,0,X,1,Y,2,XY,3)] - _FR_FlipMirror ("[FR] Flip Mirror", Float) = 0 + _FlipMirror ("[FR] Flip Mirror", Float) = 0 [Header(Fur Color)] _FR_ShadowPower ("[FR] Fur ShadowPower", Range(0, 1)) = 0 _FR_TintColorBase ("[FR] Tint Color (Base)", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_FakeFur_TransCutout.shader b/Shaders/Unlit_WF_FakeFur_TransCutout.shader index aaa6f833..447c7266 100644 --- a/Shaders/Unlit_WF_FakeFur_TransCutout.shader +++ b/Shaders/Unlit_WF_FakeFur_TransCutout.shader @@ -40,7 +40,7 @@ Shader "UnlitWF/WF_FakeFur_TransCutout" { [Normal] _FR_BumpMap ("[FR] NormalMap Texture", 2D) = "bump" {} [Enum(NONE,0,X,1,Y,2,XY,3)] - _FR_FlipMirror ("[FR] Flip Mirror", Float) = 0 + _FlipMirror ("[FR] Flip Mirror", Float) = 0 [Header(Fur Color)] _FR_ShadowPower ("[FR] Fur ShadowPower", Range(0, 1)) = 0 _FR_TintColorBase ("[FR] Tint Color (Base)", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_FakeFur_Transparent.shader b/Shaders/Unlit_WF_FakeFur_Transparent.shader index d7fc9632..8cfd1133 100644 --- a/Shaders/Unlit_WF_FakeFur_Transparent.shader +++ b/Shaders/Unlit_WF_FakeFur_Transparent.shader @@ -37,7 +37,7 @@ Shader "UnlitWF/WF_FakeFur_Transparent" { [Normal] _FR_BumpMap ("[FR] NormalMap Texture", 2D) = "bump" {} [Enum(NONE,0,X,1,Y,2,XY,3)] - _FR_FlipMirror ("[FR] Flip Mirror", Float) = 0 + _FlipMirror ("[FR] Flip Mirror", Float) = 0 [Header(Fur Color)] _FR_ShadowPower ("[FR] Fur ShadowPower", Range(0, 1)) = 0 _FR_TintColorBase ("[FR] Tint Color (Base)", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_Gem_Opaque.shader b/Shaders/Unlit_WF_Gem_Opaque.shader index 83d26af8..fedf74da 100644 --- a/Shaders/Unlit_WF_Gem_Opaque.shader +++ b/Shaders/Unlit_WF_Gem_Opaque.shader @@ -57,7 +57,7 @@ Shader "UnlitWF/WF_Gem_Opaque" { _BumpMap ("[NM] NormalMap Texture", 2D) = "bump" {} _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Lit [WFHeader(Lit)] diff --git a/Shaders/Unlit_WF_Gem_Transparent.shader b/Shaders/Unlit_WF_Gem_Transparent.shader index df487ca5..06c77ba8 100644 --- a/Shaders/Unlit_WF_Gem_Transparent.shader +++ b/Shaders/Unlit_WF_Gem_Transparent.shader @@ -81,7 +81,7 @@ Shader "UnlitWF/WF_Gem_Transparent" { _BumpMap ("[NM] NormalMap Texture", 2D) = "bump" {} _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Lit [WFHeader(Lit)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader index d17ee3eb..36bac81b 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader @@ -39,7 +39,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Addition" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader index fed8dd2e..b8c1f294 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader @@ -71,7 +71,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader index ca5ddc31..0ed8d690 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader @@ -83,7 +83,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader index b2a81d39..a4736439 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader @@ -84,7 +84,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader index a5b73c07..6820e15e 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader @@ -72,7 +72,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader index ce2aa38b..331faa53 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader @@ -68,7 +68,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader index 4e080841..f0511544 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader @@ -81,7 +81,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader index 0ae1ebf8..72136b32 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader @@ -71,7 +71,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_PowerCap_Outline_Opaque" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader index ce89f05d..0a861f9a 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader @@ -90,7 +90,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader index aad1f8a3..bff1f7fa 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader @@ -35,7 +35,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader index f29b3f68..0f8342cd 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader @@ -50,7 +50,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // メタリックマップ [WFHeaderToggle(Metallic)] diff --git a/Shaders/Unlit_WF_UnToon_Opaque.shader b/Shaders/Unlit_WF_UnToon_Opaque.shader index 968e26f5..cfb12cd8 100644 --- a/Shaders/Unlit_WF_UnToon_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Opaque.shader @@ -63,7 +63,7 @@ Shader "UnlitWF/WF_UnToon_Opaque" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader index 3e90173b..4c1d377c 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader @@ -80,7 +80,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader index bbda896c..56da71bf 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader @@ -92,7 +92,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader index a3116530..68e179fa 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader @@ -91,7 +91,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader index 4c6ac99a..7d9b7074 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader @@ -94,7 +94,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader index aac3132f..ebe93063 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader @@ -95,7 +95,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader index cc2c2b84..0fc02566 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader @@ -96,7 +96,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader index 4dcf9069..6623d94b 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader @@ -54,7 +54,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader index 2659a7a3..67ffb9bc 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader @@ -66,7 +66,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader index f1172d00..5fe40de5 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader @@ -65,7 +65,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader index 1fe72cc0..7f382b36 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader @@ -66,7 +66,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader index 3068093b..d1071c91 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader @@ -90,7 +90,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader index 71e02fa1..de6ec6e4 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader @@ -102,7 +102,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader index b3f488c2..140cca05 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader @@ -86,7 +86,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader index f46ccd91..2746d673 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader @@ -104,7 +104,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TransCutout.shader index 01a5cacc..2febcc57 100644 --- a/Shaders/Unlit_WF_UnToon_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TransCutout.shader @@ -75,7 +75,7 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent.shader b/Shaders/Unlit_WF_UnToon_Transparent.shader index 26ca3541..9cd007af 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent.shader @@ -74,7 +74,7 @@ Shader "UnlitWF/WF_UnToon_Transparent" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader index 9f875ac0..31ecfc9b 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader @@ -75,7 +75,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader index 7e40f108..54b6fa2f 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader @@ -78,7 +78,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader index e27e8965..00ea5ccb 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader @@ -78,7 +78,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader index 95b2d05b..acf122e3 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader @@ -79,7 +79,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader b/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader index cdf2ea34..bc17fd30 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader @@ -82,7 +82,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Refracted" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader index 908395bb..b1471848 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader @@ -59,7 +59,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Opaque" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader index 76cbb806..f77cf983 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader @@ -71,7 +71,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader index cefc49df..abc6d8ff 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader @@ -70,7 +70,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader index 2e0b0343..ff07d2ab 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader @@ -73,7 +73,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader index 43c5bac3..e9be54dc 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader @@ -57,7 +57,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader index d9e0c21e..9d7101b5 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader @@ -74,7 +74,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader index 5c4e7a0d..1aff0eaa 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader @@ -75,7 +75,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { _BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0 _NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25 [Enum(NONE,0,X,1,Y,2,XY,3)] - _NM_FlipMirror ("[NM] Flip Mirror", Float) = 0 + _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ [WFHeaderToggle(NormalMap Secondary)] diff --git a/Shaders/WF_FakeFur.cginc b/Shaders/WF_FakeFur.cginc index a9ee1cc9..be8735da 100644 --- a/Shaders/WF_FakeFur.cginc +++ b/Shaders/WF_FakeFur.cginc @@ -75,7 +75,7 @@ o.ws_vertex = UnityObjectToWorldPos(v.vertex.xyz); o.vid = (float) v.vid; - localNormalToWorldTangentSpace(v.normal, v.tangent, o.ws_normal, o.ws_tangent, o.ws_bitangent, _FR_FlipMirror & 1, _FR_FlipMirror & 2); + localNormalToWorldTangentSpace(v.normal, v.tangent, o.ws_normal, o.ws_tangent, o.ws_bitangent, _FlipMirror & 1, _FlipMirror & 2); float4 ws_light_dir = calcWorldSpaceLightDir(o.ws_vertex); o.ws_light_dir = ws_light_dir.xyz; diff --git a/Shaders/WF_FakeFur_Uniform.cginc b/Shaders/WF_FakeFur_Uniform.cginc index 991a17e0..50d75d42 100644 --- a/Shaders/WF_FakeFur_Uniform.cginc +++ b/Shaders/WF_FakeFur_Uniform.cginc @@ -42,7 +42,6 @@ float4 _FR_NoiseTex_ST; float _FR_HEIGHT_PARAM; float4 _FR_Vector; - uint _FR_FlipMirror; uint _FR_REPEAT_PARAM; float _FR_ShadowPower; diff --git a/Shaders/WF_UnToon.cginc b/Shaders/WF_UnToon.cginc index a251e461..86b79195 100644 --- a/Shaders/WF_UnToon.cginc +++ b/Shaders/WF_UnToon.cginc @@ -96,7 +96,7 @@ o.ws_light_dir = calcWorldSpaceLightDir(o.ws_vertex); #ifdef _V2F_HAS_TANGENT - localNormalToWorldTangentSpace(v.normal, v.tangent, o.normal, o.tangent, o.bitangent, _NM_FlipMirror & 1, _NM_FlipMirror & 2); + localNormalToWorldTangentSpace(v.normal, v.tangent, o.normal, o.tangent, o.bitangent, _FlipMirror & 1, _FlipMirror & 2); #else localNormalToWorldTangentSpace(v.normal, o.normal); #endif diff --git a/Shaders/WF_UnToon_Uniform.cginc b/Shaders/WF_UnToon_Uniform.cginc index ec73fc61..1c6c7800 100644 --- a/Shaders/WF_UnToon_Uniform.cginc +++ b/Shaders/WF_UnToon_Uniform.cginc @@ -81,6 +81,7 @@ float _Cutoff; float _UseVertexColor; float _Z_Shift; + uint _FlipMirror; // ------------------------- @@ -156,7 +157,6 @@ FEATURE_TGL (_NM_Enable); float _BumpScale; float _NM_Power; - uint _NM_FlipMirror; // ------------------------- From e1347888b93d46fec7b9fc1cc8b6394e6562245c Mon Sep 17 00:00:00 2001 From: whiteflare Date: Sat, 4 Jun 2022 18:06:12 +0900 Subject: [PATCH 06/33] =?UTF-8?q?PowerCap=20=E3=81=AB=20BlendNormal2=20?= =?UTF-8?q?=E3=82=92=E8=BF=BD=E5=8A=A0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- ...Toon_Custom_PowerCap_Outline_Opaque.shader | 6 ++++ ..._UnToon_Custom_Tess_PowerCap_Opaque.shader | 6 ++++ .../Unlit_WF_UnToon_PowerCap_Opaque.shader | 6 ++++ ...nlit_WF_UnToon_PowerCap_TransCutout.shader | 6 ++++ ...nlit_WF_UnToon_PowerCap_Transparent.shader | 6 ++++ ...WF_UnToon_PowerCap_Transparent3Pass.shader | 30 +++++++++++++++---- 6 files changed, 54 insertions(+), 6 deletions(-) diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader index 72136b32..c41a4204 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader @@ -133,6 +133,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_PowerCap_Outline_Opaque" { _HL_MedianColor_2 ("[HB] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_2 ("[HB] Power", Range(0, 2)) = 1 _HL_BlendNormal_2 ("[HB] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_2 ("[HB] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_2 ("[HB] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -151,6 +152,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_PowerCap_Outline_Opaque" { _HL_MedianColor_3 ("[HC] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_3 ("[HC] Power", Range(0, 2)) = 1 _HL_BlendNormal_3 ("[HC] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_3 ("[HC] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_3 ("[HC] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -169,6 +171,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_PowerCap_Outline_Opaque" { _HL_MedianColor_4 ("[HD] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_4 ("[HD] Power", Range(0, 2)) = 1 _HL_BlendNormal_4 ("[HD] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_4 ("[HD] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_4 ("[HD] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -187,6 +190,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_PowerCap_Outline_Opaque" { _HL_MedianColor_5 ("[HE] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_5 ("[HE] Power", Range(0, 2)) = 1 _HL_BlendNormal_5 ("[HE] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_5 ("[HE] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_5 ("[HE] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -205,6 +209,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_PowerCap_Outline_Opaque" { _HL_MedianColor_6 ("[HF] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_6 ("[HF] Power", Range(0, 2)) = 1 _HL_BlendNormal_6 ("[HF] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_6 ("[HF] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_6 ("[HF] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -223,6 +228,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_PowerCap_Outline_Opaque" { _HL_MedianColor_7 ("[HG] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_7 ("[HG] Power", Range(0, 2)) = 1 _HL_BlendNormal_7 ("[HG] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_7 ("[HG] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_7 ("[HG] Mask Texture", 2D) = "white" {} [Toggle(_)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader index 0a861f9a..55616a17 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader @@ -152,6 +152,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { _HL_MedianColor_2 ("[HB] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_2 ("[HB] Power", Range(0, 2)) = 1 _HL_BlendNormal_2 ("[HB] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_2 ("[HB] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_2 ("[HB] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -170,6 +171,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { _HL_MedianColor_3 ("[HC] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_3 ("[HC] Power", Range(0, 2)) = 1 _HL_BlendNormal_3 ("[HC] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_3 ("[HC] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_3 ("[HC] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -188,6 +190,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { _HL_MedianColor_4 ("[HD] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_4 ("[HD] Power", Range(0, 2)) = 1 _HL_BlendNormal_4 ("[HD] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_4 ("[HD] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_4 ("[HD] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -206,6 +209,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { _HL_MedianColor_5 ("[HE] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_5 ("[HE] Power", Range(0, 2)) = 1 _HL_BlendNormal_5 ("[HE] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_5 ("[HE] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_5 ("[HE] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -224,6 +228,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { _HL_MedianColor_6 ("[HF] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_6 ("[HF] Power", Range(0, 2)) = 1 _HL_BlendNormal_6 ("[HF] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_6 ("[HF] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_6 ("[HF] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -242,6 +247,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { _HL_MedianColor_7 ("[HG] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_7 ("[HG] Power", Range(0, 2)) = 1 _HL_BlendNormal_7 ("[HG] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_7 ("[HG] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_7 ("[HG] Mask Texture", 2D) = "white" {} [Toggle(_)] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader index 6623d94b..9790b757 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader @@ -116,6 +116,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { _HL_MedianColor_2 ("[HB] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_2 ("[HB] Power", Range(0, 2)) = 1 _HL_BlendNormal_2 ("[HB] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_2 ("[HB] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_2 ("[HB] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -134,6 +135,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { _HL_MedianColor_3 ("[HC] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_3 ("[HC] Power", Range(0, 2)) = 1 _HL_BlendNormal_3 ("[HC] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_3 ("[HC] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_3 ("[HC] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -152,6 +154,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { _HL_MedianColor_4 ("[HD] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_4 ("[HD] Power", Range(0, 2)) = 1 _HL_BlendNormal_4 ("[HD] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_4 ("[HD] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_4 ("[HD] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -170,6 +173,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { _HL_MedianColor_5 ("[HE] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_5 ("[HE] Power", Range(0, 2)) = 1 _HL_BlendNormal_5 ("[HE] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_5 ("[HE] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_5 ("[HE] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -188,6 +192,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { _HL_MedianColor_6 ("[HF] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_6 ("[HF] Power", Range(0, 2)) = 1 _HL_BlendNormal_6 ("[HF] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_6 ("[HF] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_6 ("[HF] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -206,6 +211,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { _HL_MedianColor_7 ("[HG] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_7 ("[HG] Power", Range(0, 2)) = 1 _HL_BlendNormal_7 ("[HG] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_7 ("[HG] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_7 ("[HG] Mask Texture", 2D) = "white" {} [Toggle(_)] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader index 67ffb9bc..0913b1a2 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader @@ -128,6 +128,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { _HL_MedianColor_2 ("[HB] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_2 ("[HB] Power", Range(0, 2)) = 1 _HL_BlendNormal_2 ("[HB] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_2 ("[HB] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_2 ("[HB] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -146,6 +147,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { _HL_MedianColor_3 ("[HC] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_3 ("[HC] Power", Range(0, 2)) = 1 _HL_BlendNormal_3 ("[HC] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_3 ("[HC] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_3 ("[HC] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -164,6 +166,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { _HL_MedianColor_4 ("[HD] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_4 ("[HD] Power", Range(0, 2)) = 1 _HL_BlendNormal_4 ("[HD] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_4 ("[HD] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_4 ("[HD] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -182,6 +185,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { _HL_MedianColor_5 ("[HE] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_5 ("[HE] Power", Range(0, 2)) = 1 _HL_BlendNormal_5 ("[HE] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_5 ("[HE] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_5 ("[HE] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -200,6 +204,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { _HL_MedianColor_6 ("[HF] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_6 ("[HF] Power", Range(0, 2)) = 1 _HL_BlendNormal_6 ("[HF] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_6 ("[HF] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_6 ("[HF] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -218,6 +223,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { _HL_MedianColor_7 ("[HG] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_7 ("[HG] Power", Range(0, 2)) = 1 _HL_BlendNormal_7 ("[HG] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_7 ("[HG] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_7 ("[HG] Mask Texture", 2D) = "white" {} [Toggle(_)] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader index 5fe40de5..e2c8118f 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader @@ -131,6 +131,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { _HL_MedianColor_2 ("[HB] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_2 ("[HB] Power", Range(0, 2)) = 1 _HL_BlendNormal_2 ("[HB] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_2 ("[HB] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_2 ("[HB] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -151,6 +152,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { _HL_MedianColor_3 ("[HC] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_3 ("[HC] Power", Range(0, 2)) = 1 _HL_BlendNormal_3 ("[HC] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_3 ("[HC] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_3 ("[HC] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -171,6 +173,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { _HL_MedianColor_4 ("[HD] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_4 ("[HD] Power", Range(0, 2)) = 1 _HL_BlendNormal_4 ("[HD] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_4 ("[HD] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_4 ("[HD] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -191,6 +194,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { _HL_MedianColor_5 ("[HE] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_5 ("[HE] Power", Range(0, 2)) = 1 _HL_BlendNormal_5 ("[HE] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_5 ("[HE] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_5 ("[HE] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -211,6 +215,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { _HL_MedianColor_6 ("[HF] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_6 ("[HF] Power", Range(0, 2)) = 1 _HL_BlendNormal_6 ("[HF] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_6 ("[HF] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_6 ("[HF] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -231,6 +236,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { _HL_MedianColor_7 ("[HG] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_7 ("[HG] Power", Range(0, 2)) = 1 _HL_BlendNormal_7 ("[HG] Blend Normal", Range(0, 1)) = 0.1 + _HL_BlendNormal2_7 ("[HG] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_7 ("[HG] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader index 7f382b36..34d25ffb 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader @@ -132,13 +132,16 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { _HL_MedianColor_2 ("[HB] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_2 ("[HB] Power", Range(0, 2)) = 1 _HL_BlendNormal_2 ("[HB] Blend Normal", Range(0, 1)) = 0.1 - _HL_Parallax_2 ("[HB] Parallax", Range(0, 1)) = 0.75 + _HL_BlendNormal2_2 ("[HB] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_2 ("[HB] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] _HL_MaskTex_2 ("[HB] Mask Texture", 2D) = "white" {} [Toggle(_)] _HL_InvMaskVal_2 ("[HB] Invert Mask Value", Range(0, 1)) = 0 + [Header(Matcap Advance)] + _HL_Parallax_2 ("[HB] Parallax", Range(0, 1)) = 0.75 + _HL_MatcapMonochrome_2 ("[HB] Matcap Monochrome", Range(0, 1)) = 0 _HL_MatcapColor_2 ("[HB] Matcap Tint Color", Color) = (0.5, 0.5, 0.5, 1) [WFHeaderToggle(Light Matcap 4)] @@ -150,13 +153,16 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { _HL_MedianColor_3 ("[HC] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_3 ("[HC] Power", Range(0, 2)) = 1 _HL_BlendNormal_3 ("[HC] Blend Normal", Range(0, 1)) = 0.1 - _HL_Parallax_3 ("[HC] Parallax", Range(0, 1)) = 0.75 + _HL_BlendNormal2_3 ("[HC] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_3 ("[HC] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] _HL_MaskTex_3 ("[HC] Mask Texture", 2D) = "white" {} [Toggle(_)] _HL_InvMaskVal_3 ("[HC] Invert Mask Value", Range(0, 1)) = 0 + [Header(Matcap Advance)] + _HL_Parallax_3 ("[HC] Parallax", Range(0, 1)) = 0.75 + _HL_MatcapMonochrome_3 ("[HC] Matcap Monochrome", Range(0, 1)) = 0 _HL_MatcapColor_3 ("[HC] Matcap Tint Color", Color) = (0.5, 0.5, 0.5, 1) [WFHeaderToggle(Light Matcap 5)] @@ -168,13 +174,16 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { _HL_MedianColor_4 ("[HD] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_4 ("[HD] Power", Range(0, 2)) = 1 _HL_BlendNormal_4 ("[HD] Blend Normal", Range(0, 1)) = 0.1 - _HL_Parallax_4 ("[HD] Parallax", Range(0, 1)) = 0.75 + _HL_BlendNormal2_4 ("[HD] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_4 ("[HD] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] _HL_MaskTex_4 ("[HD] Mask Texture", 2D) = "white" {} [Toggle(_)] _HL_InvMaskVal_4 ("[HD] Invert Mask Value", Range(0, 1)) = 0 + [Header(Matcap Advance)] + _HL_Parallax_4 ("[HD] Parallax", Range(0, 1)) = 0.75 + _HL_MatcapMonochrome_4 ("[HD] Matcap Monochrome", Range(0, 1)) = 0 _HL_MatcapColor_4 ("[HD] Matcap Tint Color", Color) = (0.5, 0.5, 0.5, 1) [WFHeaderToggle(Light Matcap 6)] @@ -186,13 +195,16 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { _HL_MedianColor_5 ("[HE] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_5 ("[HE] Power", Range(0, 2)) = 1 _HL_BlendNormal_5 ("[HE] Blend Normal", Range(0, 1)) = 0.1 - _HL_Parallax_5 ("[HE] Parallax", Range(0, 1)) = 0.75 + _HL_BlendNormal2_5 ("[HE] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_5 ("[HE] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] _HL_MaskTex_5 ("[HE] Mask Texture", 2D) = "white" {} [Toggle(_)] _HL_InvMaskVal_5 ("[HE] Invert Mask Value", Range(0, 1)) = 0 + [Header(Matcap Advance)] + _HL_Parallax_5 ("[HE] Parallax", Range(0, 1)) = 0.75 + _HL_MatcapMonochrome_5 ("[HE] Matcap Monochrome", Range(0, 1)) = 0 _HL_MatcapColor_5 ("[HE] Matcap Tint Color", Color) = (0.5, 0.5, 0.5, 1) [WFHeaderToggle(Light Matcap 7)] @@ -204,13 +216,16 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { _HL_MedianColor_6 ("[HF] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_6 ("[HF] Power", Range(0, 2)) = 1 _HL_BlendNormal_6 ("[HF] Blend Normal", Range(0, 1)) = 0.1 - _HL_Parallax_6 ("[HF] Parallax", Range(0, 1)) = 0.75 + _HL_BlendNormal2_6 ("[HF] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_6 ("[HF] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] _HL_MaskTex_6 ("[HF] Mask Texture", 2D) = "white" {} [Toggle(_)] _HL_InvMaskVal_6 ("[HF] Invert Mask Value", Range(0, 1)) = 0 + [Header(Matcap Advance)] + _HL_Parallax_6 ("[HF] Parallax", Range(0, 1)) = 0.75 + _HL_MatcapMonochrome_6 ("[HF] Matcap Monochrome", Range(0, 1)) = 0 _HL_MatcapColor_6 ("[HF] Matcap Tint Color", Color) = (0.5, 0.5, 0.5, 1) [WFHeaderToggle(Light Matcap 8)] @@ -222,13 +237,16 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { _HL_MedianColor_7 ("[HG] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_7 ("[HG] Power", Range(0, 2)) = 1 _HL_BlendNormal_7 ("[HG] Blend Normal", Range(0, 1)) = 0.1 - _HL_Parallax_7 ("[HG] Parallax", Range(0, 1)) = 0.75 + _HL_BlendNormal2_7 ("[HG] Blend Normal 2nd", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha_7 ("[HG] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] _HL_MaskTex_7 ("[HG] Mask Texture", 2D) = "white" {} [Toggle(_)] _HL_InvMaskVal_7 ("[HG] Invert Mask Value", Range(0, 1)) = 0 + [Header(Matcap Advance)] + _HL_Parallax_7 ("[HG] Parallax", Range(0, 1)) = 0.75 + _HL_MatcapMonochrome_7 ("[HG] Matcap Monochrome", Range(0, 1)) = 0 _HL_MatcapColor_7 ("[HG] Matcap Tint Color", Color) = (0.5, 0.5, 0.5, 1) // 階調影 From 8898f6c4ab98945f9ab8caa515a3b7a0c4a88fc9 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Sat, 4 Jun 2022 18:13:17 +0900 Subject: [PATCH 07/33] =?UTF-8?q?Mobile=20=E7=B3=BB=E3=81=A7=20NM=20?= =?UTF-8?q?=E3=81=8C=E7=84=A1=E3=81=84=E3=81=AE=E3=81=AB=20BlendNormal=20?= =?UTF-8?q?=E3=81=8C=E3=81=82=E3=81=A3=E3=81=9F=E3=81=AE=E3=81=A7=E5=89=8A?= =?UTF-8?q?=E9=99=A4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader | 4 ---- .../URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader | 4 ---- Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader | 4 ---- Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader | 4 ---- Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader | 4 ---- Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader | 4 ---- Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader | 4 ---- 7 files changed, 28 deletions(-) diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader index 8d14c82e..96a6989a 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader @@ -58,7 +58,6 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { _MT_Metallic ("[MT] Metallic", Range(0, 1)) = 1 _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 - _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -90,7 +89,6 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { _HL_MatcapTex ("[HL] Matcap Sampler", 2D) = "gray" {} _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 - _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -116,7 +114,6 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 - _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -131,7 +128,6 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { _TR_BlendType ("[RM] Blend Type", Float) = 0 _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 - _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader index 3afb3d67..9c8bdc22 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader @@ -60,7 +60,6 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { _MT_Metallic ("[MT] Metallic", Range(0, 1)) = 1 _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 - _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -92,7 +91,6 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { _HL_MatcapTex ("[HL] Matcap Sampler", 2D) = "gray" {} _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 - _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -118,7 +116,6 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 - _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -133,7 +130,6 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { _TR_BlendType ("[RM] Blend Type", Float) = 0 _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 - _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader index dcca16b7..20b75d01 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader @@ -45,7 +45,6 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { _MT_Metallic ("[MT] Metallic", Range(0, 1)) = 1 _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 - _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -77,7 +76,6 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { _HL_MatcapTex ("[HL] Matcap Sampler", 2D) = "gray" {} _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 - _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -103,7 +101,6 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 - _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -118,7 +115,6 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { _TR_BlendType ("[RM] Blend Type", Float) = 0 _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 - _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader index ffec5c39..4f3f2bcc 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader @@ -46,7 +46,6 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { _MT_Metallic ("[MT] Metallic", Range(0, 1)) = 1 _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 - _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -78,7 +77,6 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { _HL_MatcapTex ("[HL] Matcap Sampler", 2D) = "gray" {} _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 - _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -106,7 +104,6 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 - _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -121,7 +118,6 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { _TR_BlendType ("[RM] Blend Type", Float) = 0 _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 - _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader index d2ebd9bf..879caf77 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader @@ -60,7 +60,6 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { _MT_Metallic ("[MT] Metallic", Range(0, 1)) = 1 _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 - _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -92,7 +91,6 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { _HL_MatcapTex ("[HL] Matcap Sampler", 2D) = "gray" {} _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 - _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -118,7 +116,6 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 - _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -133,7 +130,6 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { _TR_BlendType ("[RM] Blend Type", Float) = 0 _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 - _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader index 047525ff..15bc6dee 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader @@ -45,7 +45,6 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { _MT_Metallic ("[MT] Metallic", Range(0, 1)) = 1 _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 - _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -77,7 +76,6 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { _HL_MatcapTex ("[HL] Matcap Sampler", 2D) = "gray" {} _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 - _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -103,7 +101,6 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 - _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -118,7 +115,6 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { _TR_BlendType ("[RM] Blend Type", Float) = 0 _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 - _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader index 50e3fa09..56d3429b 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader @@ -46,7 +46,6 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { _MT_Metallic ("[MT] Metallic", Range(0, 1)) = 1 _MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1 _MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2 - _MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1 _MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0 [Toggle(_)] _MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1 @@ -78,7 +77,6 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { _HL_MatcapTex ("[HL] Matcap Sampler", 2D) = "gray" {} _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 - _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 [Toggle(_)] _HL_ChangeAlpha ("[HL] Change Alpha Transparency", Range(0, 1)) = 0 [NoScaleOffset] @@ -106,7 +104,6 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 - _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -121,7 +118,6 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { _TR_BlendType ("[RM] Blend Type", Float) = 0 _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 - _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] From 96c47fcaa3e52677e3bf789bd0b7d0328af4e573 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Sat, 4 Jun 2022 19:33:47 +0900 Subject: [PATCH 08/33] BugFix --- Editor/WF_MaterialConverter.cs | 16 ++++++++++++++-- Editor/WF_ShaderCustomEditor.cs | 4 ++-- 2 files changed, 16 insertions(+), 4 deletions(-) diff --git a/Editor/WF_MaterialConverter.cs b/Editor/WF_MaterialConverter.cs index 17c7d5af..9619062d 100644 --- a/Editor/WF_MaterialConverter.cs +++ b/Editor/WF_MaterialConverter.cs @@ -375,10 +375,16 @@ protected static List> CreateConverterList() // ノーマルマップ WFMaterialEditUtility.ReplacePropertyNamesWithoutUndo(ctx.target, new PropertyNameReplacement("_NormalMap", "_BumpMap")); - if (HasCustomValue(ctx, "_BumpMap", "_DetailNormalMap")) { + if (HasCustomValue(ctx, "_BumpMap")) { ctx.target.SetInt("_NM_Enable", 1); } }, + ctx => { + // ノーマルマップ2nd + if (HasCustomValue(ctx, "_DetailNormalMap")) { + ctx.target.SetInt("_NS_Enable", 1); + } + }, ctx => { // メタリック if (HasCustomValue(ctx, "_MetallicGlossMap", "_SpecGlossMap")) { @@ -704,9 +710,10 @@ protected static List> CreateConverterList() } }, ctx => { - // NSを変換したときはBlendNormalを複製する + // NSを変換して有効になったとき if (ctx.oldMaterial.GetInt("_NS_Enable") == 0 && ctx.target.GetInt("_NS_Enable") != 0) { + // BlendNormalを複製する foreach(var pn in ctx.oldProps.Keys) { if (WFCommonUtility.FormatPropName(pn, out var label, out var name)) { @@ -716,6 +723,11 @@ protected static List> CreateConverterList() } } } + // BumpMap が未設定ならば _NM_Enable をオフにする + if (!HasCustomValue(ctx, "_BumpMap")) + { + ctx.target.SetInt("_NM_Enable", 0); + } } } }; diff --git a/Editor/WF_ShaderCustomEditor.cs b/Editor/WF_ShaderCustomEditor.cs index 72784c2c..39862c8b 100644 --- a/Editor/WF_ShaderCustomEditor.cs +++ b/Editor/WF_ShaderCustomEditor.cs @@ -56,7 +56,7 @@ public class ShaderCustomEditor : ShaderGUI new ConditionVisiblePropertyHook("_OL_CustomParam1", ctx => IsAnyIntValue(ctx, "_OL_UVType", p => p == 3)), // ANGEL_RING new ConditionVisiblePropertyHook("_HL_MedianColor(_[0-9]+)?", ctx => IsAnyIntValue(ctx, ctx.current.name.Replace("_MedianColor", "_CapType"), p => p == 0)), // MEDIAN_CAP new ConditionVisiblePropertyHook("_.+_BlendNormal(_.+)?", ctx => IsAnyIntValue(ctx, "_NM_Enable", p => p != 0)), - new ConditionVisiblePropertyHook("_.+_BlendNormal2(_.+)?", ctx => IsAnyIntValue(ctx, "_NN_Enable", p => p != 0)), + new ConditionVisiblePropertyHook("_.+_BlendNormal2(_.+)?", ctx => IsAnyIntValue(ctx, "_NS_Enable", p => p != 0)), new ConditionVisiblePropertyHook("_ES_Direction|_ES_DirType|_ES_LevelOffset|_ES_Sharpness|_ES_Speed|_ES_AlphaScroll", ctx => IsAnyIntValue(ctx, "_ES_Shape", p => p != 3)), // not CONSTANT new ConditionVisiblePropertyHook("_GL_CustomAzimuth|_GL_CustomAltitude", ctx => IsAnyIntValue(ctx, "_GL_LightMode", p => p != 5)), new ConditionVisiblePropertyHook("_GL_CustomLitPos", ctx => IsAnyIntValue(ctx, "_GL_LightMode", p => p == 5)), @@ -560,7 +560,7 @@ private static void OnGUISub_Utilities(MaterialEditor materialEditor) } })) { - var param = new CleanUpParameter(); + var param = CleanUpParameter.Create(); param.materials = WFCommonUtility.AsMaterials(materialEditor.targets); param.resetKeywords = true; param.resetUnused = true; From c9a77f1ee08aa05f77e55b6876c9fada55dbce75 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Sat, 4 Jun 2022 20:48:45 +0900 Subject: [PATCH 09/33] BugFix --- Editor/WF_MaterialConverter.cs | 77 +++++++++++++++++++++++----------- 1 file changed, 53 insertions(+), 24 deletions(-) diff --git a/Editor/WF_MaterialConverter.cs b/Editor/WF_MaterialConverter.cs index 9619062d..05e87965 100644 --- a/Editor/WF_MaterialConverter.cs +++ b/Editor/WF_MaterialConverter.cs @@ -34,18 +34,25 @@ public class ConvertContext /// /// 変換中のマテリアル /// - public Material target; + public readonly Material target; /// /// 変換前のマテリアル /// - public Material oldMaterial; + public readonly Material oldMaterial; /// /// 変換前のマテリアルに入っていたShaderSerializedProperty /// - public Dictionary oldProps; + public readonly Dictionary oldProps; + + public ConvertContext(Material mat) + { + this.target = mat; + this.oldMaterial = new Material(mat); + this.oldProps = ShaderSerializedProperty.AsDict(oldMaterial); + } } - public abstract class AbstractMaterialConverter where CTX : ConvertContext, new() + public abstract class AbstractMaterialConverter where CTX : ConvertContext { private readonly List> converters; @@ -60,6 +67,8 @@ public int ExecAutoConvert(params Material[] mats) return ExecAutoConvertWithoutUndo(mats); } + public abstract CTX CreateContext(Material target); + public int ExecAutoConvertWithoutUndo(params Material[] mats) { int count = 0; @@ -74,13 +83,7 @@ public int ExecAutoConvertWithoutUndo(params Material[] mats) continue; } - var ctx = new CTX - { - target = mat, - oldMaterial = new Material(mat) - }; - ctx.oldProps = ShaderSerializedProperty.AsDict(ctx.oldMaterial); - + var ctx = CreateContext(mat); foreach (var cnv in converters) { cnv(ctx); @@ -173,6 +176,11 @@ public WFMaterialToMobileShaderConverter() : base(CreateConverterList()) { } + public override ConvertContext CreateContext(Material target) + { + return new ConvertContext(target); + } + protected override bool Validate(Material mat) { // UnlitWFのマテリアルを対象に、URPではない場合に変換する @@ -224,6 +232,11 @@ public WFMaterialFromOtherShaderConverter() : base(CreateConverterList()) { } + public override SelectShaderContext CreateContext(Material target) + { + return new SelectShaderContext(target); + } + protected override bool Validate(Material mat) { // UnlitWF系ではないマテリアルを対象に処理する @@ -234,6 +247,11 @@ public class SelectShaderContext : ConvertContext { public ShaderType renderType = ShaderType.NoMatch; public bool outline = false; + + public SelectShaderContext(Material mat): base(mat) + { + + } } public enum ShaderType @@ -636,6 +654,11 @@ public WFMaterialMigrationConverter() : base(CreateConverterList()) { } + public override ConvertContext CreateContext(Material target) + { + return new ConvertContext(target); + } + protected override bool Validate(Material mat) { // UnlitWFのマテリアルを対象に変換する @@ -667,12 +690,7 @@ protected override bool Validate(Material mat) new PropertyNameReplacement("_TessFactor", "_TE_Factor"), new PropertyNameReplacement("_Smoothing", "_TE_SmoothPower"), new PropertyNameReplacement("_NM_FlipMirror", "_FlipMirror"), // NS追加に合わせてFlipMirrorはラベルなしに変更する - new PropertyNameReplacement("_NM_2ndType", "_NS_Enable", p => { - if (p.IntValue != 0) - { - p.IntValue = 1; - } - }), + new PropertyNameReplacement("_NM_2ndType", "_NS_Enable", p => p.IntValue = p.IntValue != 0 ? 1 : 0), new PropertyNameReplacement("_NM_2ndUVType", "_NS_2ndUVType"), new PropertyNameReplacement("_NM_2ndMaskTex", "_NS_2ndMaskTex"), new PropertyNameReplacement("_NM_InvMaskVal", "_NS_InvMaskVal"), @@ -697,21 +715,27 @@ public static bool ExistsNeedsMigration(Material mat) return false; } + protected static int GetIntOrDefault(Material mat, string name, int _default = default) + { + if (mat.HasProperty(name)) + { + return mat.GetInt(name); + } + return _default; + } + protected static List> CreateConverterList() { return new List>() { ctx => { // まずはナイーブに名称変更 - if (WFMaterialEditUtility.ReplacePropertyNamesWithoutUndo(ctx.target, OldPropNameToNewPropNameList)) - { - WFCommonUtility.SetupShaderKeyword(ctx.target); - EditorUtility.SetDirty(ctx.target); - } + WFMaterialEditUtility.ReplacePropertyNamesWithoutUndo(ctx.target, OldPropNameToNewPropNameList); + // Validate で確認しているのでここで変更されなかったというのは無いはず }, ctx => { // NSを変換して有効になったとき - if (ctx.oldMaterial.GetInt("_NS_Enable") == 0 && ctx.target.GetInt("_NS_Enable") != 0) + if (GetIntOrDefault(ctx.oldMaterial, "_NS_Enable") == 0 && GetIntOrDefault(ctx.target, "_NS_Enable") != 0) { // BlendNormalを複製する foreach(var pn in ctx.oldProps.Keys) @@ -729,7 +753,12 @@ protected static List> CreateConverterList() ctx.target.SetInt("_NM_Enable", 0); } } - } + }, + ctx => { + // シェーダキーワードを整理 + WFCommonUtility.SetupShaderKeyword(ctx.target); + EditorUtility.SetDirty(ctx.target); + }, }; } } From 85ee4ef0fcb396f9f1e47140d3ca14d21b2f8032 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Sat, 4 Jun 2022 20:53:36 +0900 Subject: [PATCH 10/33] =?UTF-8?q?NormalMap=20Secondary=20=E3=81=8B?= =?UTF-8?q?=E3=82=89=20Detail=20NormalMap=20=E3=81=AB=E5=90=8D=E5=89=8D?= =?UTF-8?q?=E3=82=92=E5=A4=89=E6=9B=B4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_Dictionary.cs | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Outline_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_Outline_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader | 2 +- Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader | 2 +- .../Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader | 2 +- Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader | 2 +- Shaders/Unlit_WF_UnToon_Tess_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_Tess_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader | 2 +- Shaders/Unlit_WF_UnToon_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_Transparent3Pass.shader | 2 +- Shaders/Unlit_WF_UnToon_Transparent_Mask.shader | 2 +- Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader | 2 +- Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader | 2 +- Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader | 2 +- Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader | 2 +- Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader | 2 +- Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader | 2 +- .../Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader | 2 +- 46 files changed, 46 insertions(+), 46 deletions(-) diff --git a/Editor/WF_Dictionary.cs b/Editor/WF_Dictionary.cs index 0116818f..57ba53d5 100644 --- a/Editor/WF_Dictionary.cs +++ b/Editor/WF_Dictionary.cs @@ -138,7 +138,7 @@ internal static class WFShaderDictionary new WFShaderFunction("CH", "CH", "3ch Color Mask"), new WFShaderFunction("CL", "CL", "Color Change"), new WFShaderFunction("NM", "NM", "NormalMap"), - new WFShaderFunction("NS", "NS", "NormalMap Secondary"), + new WFShaderFunction("NS", "NS", "Detail NormalMap"), new WFShaderFunction("MT", "MT", "Metallic"), new WFShaderFunction("HL", "HL", "Light Matcap"), new WFShaderFunction("HA", "HL_1", "Light Matcap 2", (self, mat) => WFShaderFunction.IsEnable("_HL_Enable_1", mat)), diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader index f79b9891..3446f6c0 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader @@ -66,7 +66,7 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader index b1b03670..0998ecb6 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader @@ -83,7 +83,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader index 7b2076d9..a6bf380a 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader @@ -95,7 +95,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader index ab623afd..1a4382b1 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader @@ -78,7 +78,7 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader index 63e96868..328a510a 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader @@ -79,7 +79,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader index 24abbcf2..d6c5e266 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader @@ -83,7 +83,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader index 6f55dcff..3097c3af 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader @@ -83,7 +83,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader index 36bac81b..b3a2dcf4 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader @@ -42,7 +42,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Addition" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader index b8c1f294..62f92c56 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader @@ -74,7 +74,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader index 0ed8d690..4a1186cd 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader @@ -86,7 +86,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader index a4736439..39e1c7ec 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader @@ -87,7 +87,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader index 6820e15e..dd397f77 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader @@ -75,7 +75,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader index 331faa53..cfafc586 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader @@ -71,7 +71,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader index f0511544..85679ba7 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader @@ -84,7 +84,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader index c41a4204..21f1962d 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader @@ -74,7 +74,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_PowerCap_Outline_Opaque" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader index 55616a17..b2117553 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader @@ -93,7 +93,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Opaque.shader b/Shaders/Unlit_WF_UnToon_Opaque.shader index cfb12cd8..b44fe25e 100644 --- a/Shaders/Unlit_WF_UnToon_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Opaque.shader @@ -66,7 +66,7 @@ Shader "UnlitWF/WF_UnToon_Opaque" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader index 4c1d377c..213c25da 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader @@ -83,7 +83,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader index 56da71bf..d88ed67a 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader @@ -95,7 +95,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader index 68e179fa..3c52b92e 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader @@ -94,7 +94,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader index 7d9b7074..67d9294a 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader @@ -97,7 +97,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader index ebe93063..8436dc6c 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader @@ -98,7 +98,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader index 0fc02566..b0e88a7f 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader @@ -99,7 +99,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader index 9790b757..0f4e91c7 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader @@ -57,7 +57,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader index 0913b1a2..3d978283 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader @@ -69,7 +69,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader index e2c8118f..f029a29c 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader @@ -68,7 +68,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader index 34d25ffb..6b090a51 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader @@ -69,7 +69,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader index d1071c91..eb10f2ea 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader @@ -93,7 +93,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader index de6ec6e4..db41b588 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader @@ -105,7 +105,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader index 140cca05..4b042305 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader @@ -89,7 +89,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader index 2746d673..49985abc 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader @@ -107,7 +107,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TransCutout.shader index 2febcc57..be8c5f0a 100644 --- a/Shaders/Unlit_WF_UnToon_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TransCutout.shader @@ -78,7 +78,7 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Transparent.shader b/Shaders/Unlit_WF_UnToon_Transparent.shader index 9cd007af..501f1836 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent.shader @@ -77,7 +77,7 @@ Shader "UnlitWF/WF_UnToon_Transparent" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader index 31ecfc9b..e5a8a9fb 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader @@ -78,7 +78,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader index 54b6fa2f..589af91e 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader @@ -81,7 +81,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader index 00ea5ccb..a6a551db 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader @@ -81,7 +81,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader index acf122e3..4c3d6a46 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader @@ -82,7 +82,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader b/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader index bc17fd30..16e69ff8 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader @@ -85,7 +85,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Refracted" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader index b1471848..34a40a3d 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader @@ -62,7 +62,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Opaque" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader index f77cf983..1d874af6 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader @@ -74,7 +74,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader index abc6d8ff..cb480bf4 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader @@ -73,7 +73,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader index ff07d2ab..23006b8f 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader @@ -76,7 +76,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader index e9be54dc..353e8ae7 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader @@ -60,7 +60,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader index 9d7101b5..43a231ea 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader @@ -77,7 +77,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader index 1aff0eaa..037c31de 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader @@ -78,7 +78,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { _FlipMirror ("[NM] Flip Mirror", Float) = 0 // Detailノーマルマップ - [WFHeaderToggle(NormalMap Secondary)] + [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 From c02b026faa75d355e88c54f303c8aca477464f51 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Sat, 4 Jun 2022 21:12:51 +0900 Subject: [PATCH 11/33] =?UTF-8?q?AutoMigration=20=E3=81=AE=E3=83=90?= =?UTF-8?q?=E3=83=BC=E3=82=B8=E3=83=A7=E3=83=B3=E4=B8=8A=E3=81=92?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_MaterialConverter.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Editor/WF_MaterialConverter.cs b/Editor/WF_MaterialConverter.cs index 05e87965..34de6118 100644 --- a/Editor/WF_MaterialConverter.cs +++ b/Editor/WF_MaterialConverter.cs @@ -532,7 +532,7 @@ protected static List> CreateConverterList() public static class ScanAndMigrationExecutor { - public const int VERSION = 2; + public const int VERSION = 3; private static readonly string KEY_MIG_VERSION = "UnlitWF.ShaderEditor/autoMigrationVersion"; public static void ExecuteAuto() From 009174f253fb740154012cb90cf6d08b4f12f45f Mon Sep 17 00:00:00 2001 From: whiteflare Date: Sun, 5 Jun 2022 16:54:03 +0900 Subject: [PATCH 12/33] =?UTF-8?q?SDK3=5FAvatar=20=E3=81=A7=E3=83=93?= =?UTF-8?q?=E3=83=AB=E3=83=89=E3=81=99=E3=82=8B=E3=81=A8=E3=81=8D=E3=80=81?= =?UTF-8?q?=E9=9D=9E=E3=82=A2=E3=82=AF=E3=83=86=E3=82=A3=E3=83=96=E3=81=AA?= =?UTF-8?q?=20AvatarDescriptor=20=E9=85=8D=E4=B8=8B=E3=81=AE=E3=83=9E?= =?UTF-8?q?=E3=83=86=E3=83=AA=E3=82=A2=E3=83=AB=E3=81=AF=E3=82=B9=E3=82=AD?= =?UTF-8?q?=E3=83=83=E3=83=97=E3=81=99=E3=82=8B?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_MaterialConverter.cs | 2 +- Editor/WF_MiscUtil.cs | 74 ++++++++++++++++++++------------- Editor/WF_ShaderPreprocessor.cs | 24 +++++++++-- Editor/WF_ShaderToolWindow.cs | 10 ++--- 4 files changed, 73 insertions(+), 37 deletions(-) diff --git a/Editor/WF_MaterialConverter.cs b/Editor/WF_MaterialConverter.cs index 34de6118..ca67aa91 100644 --- a/Editor/WF_MaterialConverter.cs +++ b/Editor/WF_MaterialConverter.cs @@ -607,7 +607,7 @@ public static void SaveCurrentMigrationVersion() public static void ScanAndMigration() { // Go Ahead - var done = MaterialSeeker.SeekProjectAllMaterial("migration materials", Migration); + var done = new MaterialSeeker().SeekProjectAllMaterial("migration materials", Migration); if (0 < done) { AssetDatabase.SaveAssets(); diff --git a/Editor/WF_MiscUtil.cs b/Editor/WF_MiscUtil.cs index 9d3d0a03..d7b161e1 100644 --- a/Editor/WF_MiscUtil.cs +++ b/Editor/WF_MiscUtil.cs @@ -17,6 +17,15 @@ #if UNITY_EDITOR +#if VRC_SDK_VRCSDK3 +#define ENV_VRCSDK3 +#if UDON +#define ENV_VRCSDK3_WORLD +#else +#define ENV_VRCSDK3_AVATAR +#endif +#endif + using System.Collections.Generic; using System.Linq; using UnityEditor; @@ -35,11 +44,13 @@ internal enum MatSelectMode FromAssetDeep = 6, } - internal static class MaterialSeeker + internal class MaterialSeeker { + public System.Func FilterHierarchy = cmp => true; + #region マテリアル列挙系(プロジェクトから) - public static string[] GetProjectAllMaterialPaths() + public string[] GetProjectAllMaterialPaths() { return AssetDatabase.FindAssets("t:Material") .Select(guid => AssetDatabase.GUIDToAssetPath(guid)) @@ -47,7 +58,7 @@ public static string[] GetProjectAllMaterialPaths() .Distinct().ToArray(); } - public static int SeekProjectAllMaterial(string title, System.Func action) + public int SeekProjectAllMaterial(string title, System.Func action) { int done = 0; var paths = GetProjectAllMaterialPaths(); @@ -78,7 +89,7 @@ public static int SeekProjectAllMaterial(string title, System.Func GetSelectionAllMaterial(MatSelectMode mode, List result = null) + public IEnumerable GetSelectionAllMaterial(MatSelectMode mode, List result = null) { InitList(ref result); @@ -119,7 +130,7 @@ public static IEnumerable GetSelectionAllMaterial(MatSelectMode mode, #region マテリアル列挙系(シーンから) - public static IEnumerable GetAllSceneAllMaterial(List result = null) + public IEnumerable GetAllSceneAllMaterial(List result = null) { InitList(ref result); for (int i = 0; i < EditorSceneManager.sceneCount; i++) @@ -130,7 +141,7 @@ public static IEnumerable GetAllSceneAllMaterial(List result return result; } - public static IEnumerable GetAllMaterials(Scene scene, List result = null) + public IEnumerable GetAllMaterials(Scene scene, List result = null) { InitList(ref result); if (scene == null) @@ -140,7 +151,7 @@ public static IEnumerable GetAllMaterials(Scene scene, List return GetAllMaterials(scene.GetRootGameObjects(), result); } - public static IEnumerable GetAllMaterials(GameObject[] gos, List result = null) + public IEnumerable GetAllMaterials(GameObject[] gos, List result = null) { InitList(ref result); foreach (var go in gos) @@ -150,7 +161,7 @@ public static IEnumerable GetAllMaterials(GameObject[] gos, List GetAllMaterials(GameObject go, List result = null) + public IEnumerable GetAllMaterials(GameObject go, List result = null) { InitList(ref result); if (go == null) @@ -161,32 +172,39 @@ public static IEnumerable GetAllMaterials(GameObject go, List Material foreach (var renderer in go.GetComponentsInChildren(true)) { - GetAllMaterials(renderer, result); + if (FilterHierarchy(renderer)) + { + GetAllMaterials(renderer, result); + } } // Animator -> Controller -> AnimationClip -> Material foreach (var animator in go.GetComponentsInChildren(true)) { - GetAllMaterials(animator.runtimeAnimatorController, result); + if (FilterHierarchy(animator)) + { + GetAllMaterials(animator.runtimeAnimatorController, result); + } } -#if VRC_SDK_VRCSDK3 && !UDON - // SDK2では無効、SDK3Worlds でも無効、SDK3Avatars でだけ有効になるよう細工 - +#if ENV_VRCSDK3_AVATAR // VRCAvatarDescriptor -> Controller -> AnimationClip -> Material foreach (var desc in go.GetComponentsInChildren(true)) { - if (desc.customizeAnimationLayers) + if (FilterHierarchy(desc)) { - foreach (var layer in desc.baseAnimationLayers) + if (desc.customizeAnimationLayers) + { + foreach (var layer in desc.baseAnimationLayers) + { + GetAllMaterials(layer.animatorController, result); + } + } + foreach (var layer in desc.specialAnimationLayers) { GetAllMaterials(layer.animatorController, result); } } - foreach (var layer in desc.specialAnimationLayers) - { - GetAllMaterials(layer.animatorController, result); - } } #endif @@ -194,7 +212,7 @@ public static IEnumerable GetAllMaterials(GameObject go, List GetAllMaterials(Renderer renderer, List result = null) + public IEnumerable GetAllMaterials(Renderer renderer, List result = null) { InitList(ref result); if (renderer == null) @@ -211,7 +229,7 @@ public static IEnumerable GetAllMaterials(Renderer renderer, List GetAllMaterials(RuntimeAnimatorController controller, List result = null) + public IEnumerable GetAllMaterials(RuntimeAnimatorController controller, List result = null) { InitList(ref result); if (controller == null) @@ -225,7 +243,7 @@ public static IEnumerable GetAllMaterials(RuntimeAnimatorController co return result; } - public static IEnumerable GetAllMaterials(AnimatorController controller, List result = null) + public IEnumerable GetAllMaterials(AnimatorController controller, List result = null) { InitList(ref result); if (controller == null) @@ -248,7 +266,7 @@ public static IEnumerable GetAllMaterials(AnimatorController controlle return result; } - private static void InitList(ref List list) + private void InitList(ref List list) { if (list == null) { @@ -261,7 +279,7 @@ private static void InitList(ref List list) /// /// /// - public static IEnumerable GetAllState(AnimatorControllerLayer layer) + public IEnumerable GetAllState(AnimatorControllerLayer layer) { return GetAllState(layer?.stateMachine); } @@ -271,7 +289,7 @@ public static IEnumerable GetAllState(AnimatorControllerLayer lay /// /// /// - public static IEnumerable GetAllState(AnimatorStateMachine stateMachine) + public IEnumerable GetAllState(AnimatorStateMachine stateMachine) { var result = new List(); if (stateMachine != null) @@ -290,7 +308,7 @@ public static IEnumerable GetAllState(AnimatorStateMachine stateM /// /// /// - public static IEnumerable GetAllAnimationClip(AnimatorController animator) + public IEnumerable GetAllAnimationClip(AnimatorController animator) { return animator.layers.SelectMany(ly => GetAllAnimationClip(ly)).Distinct(); } @@ -300,12 +318,12 @@ public static IEnumerable GetAllAnimationClip(AnimatorController /// /// /// - public static IEnumerable GetAllAnimationClip(AnimatorControllerLayer layer) + public IEnumerable GetAllAnimationClip(AnimatorControllerLayer layer) { return GetAllState(layer).SelectMany(state => GetAllAnimationClip(state.motion)).Distinct(); } - private static IEnumerable GetAllAnimationClip(Motion motion, List result = null) + private IEnumerable GetAllAnimationClip(Motion motion, List result = null) { if (result == null) { diff --git a/Editor/WF_ShaderPreprocessor.cs b/Editor/WF_ShaderPreprocessor.cs index 939a7803..8746bdbe 100644 --- a/Editor/WF_ShaderPreprocessor.cs +++ b/Editor/WF_ShaderPreprocessor.cs @@ -20,6 +20,15 @@ // #define WF_STRIP_LOG_RESULT // Strippingの結果をログ出力する // #define WF_STRIP_LOG_VERBOSE // Strip中の挙動をログ出力する +#if VRC_SDK_VRCSDK3 +#define ENV_VRCSDK3 +#if UDON +#define ENV_VRCSDK3_WORLD +#else +#define ENV_VRCSDK3_AVATAR +#endif +#endif + using System.Collections.Generic; using System.Linq; using UnityEditor.Build; @@ -32,7 +41,7 @@ namespace UnlitWF #if UNITY_2019_1_OR_NEWER public class WF_ShaderPreprocessor : IPreprocessShaders -#if VRC_SDK_VRCSDK3 +#if ENV_VRCSDK3 , VRC.SDKBase.Editor.BuildPipeline.IVRCSDKBuildRequestedCallback #endif { @@ -54,7 +63,7 @@ public enum WFBuildPlatformType OtherEnvs, } -#if VRC_SDK_VRCSDK3 +#if ENV_VRCSDK3 bool VRC.SDKBase.Editor.BuildPipeline.IVRCSDKBuildRequestedCallback.OnBuildRequested(VRC.SDKBase.Editor.BuildPipeline.VRCSDKRequestedBuildType requestedBuildType) { // VRCSDK3 からビルドリクエストされた場合はここでクリア&初期化する @@ -353,7 +362,16 @@ public List CreateUsedShaderVariantList(out int materialCount sw.Start(); // シーンから UsedShaderVariant を回収 - materials.AddRange(MaterialSeeker.GetAllSceneAllMaterial()); + var materialSeeker = new MaterialSeeker(); +#if ENV_VRCSDK3_AVATAR + if (Core.CurrentPlatform == WFBuildPlatformType.VRCSDK3_Avatar) + { + // もしSDK3Avatarからのリクエストならば、非アクティブのAvatarDescriptorを親に持つGameObjectは無視するようにする + materialSeeker.FilterHierarchy = cmp => + !(cmp.GetComponentsInParent(true).Any(d => !d.isActiveAndEnabled)); + } +#endif + materials.AddRange(materialSeeker.GetAllSceneAllMaterial()); materials = materials.Distinct() .Where(mat => mat != null && IsStripTargetShader(mat.shader)) .ToList(); diff --git a/Editor/WF_ShaderToolWindow.cs b/Editor/WF_ShaderToolWindow.cs index 543761ce..9d23254f 100644 --- a/Editor/WF_ShaderToolWindow.cs +++ b/Editor/WF_ShaderToolWindow.cs @@ -84,7 +84,7 @@ internal static class WFMenu [MenuItem(WFMenu.ASSETS_AUTOCNV, priority = WFMenu.PRI_ASSETS_AUTOCNV)] private static void Menu_AutoConvertMaterial() { - var mats = MaterialSeeker.GetSelectionAllMaterial(MatSelectMode.FromAssetDeep); + var mats = new MaterialSeeker().GetSelectionAllMaterial(MatSelectMode.FromAssetDeep); new Converter.WFMaterialFromOtherShaderConverter().ExecAutoConvert(mats.ToArray()); } @@ -112,7 +112,7 @@ private static void Menu_ScanAndAllMigration() [MenuItem(WFMenu.ASSETS_KEEPMAT, priority = WFMenu.PRI_ASSETS_KEEPMAT)] private static void Menu_KeepMaterialInScene() { - var mats = MaterialSeeker.GetSelectionAllMaterial(MatSelectMode.FromAsset); + var mats = new MaterialSeeker().GetSelectionAllMaterial(MatSelectMode.FromAsset); var go = new GameObject("MaterialKeeper"); go.tag = "EditorOnly"; @@ -134,7 +134,7 @@ private static void ContextMenu_DebugView(MenuCommand cmd) [MenuItem(WFMenu.ASSETS_DEBUGVIEW, priority = WFMenu.PRI_ASSETS_DEBUGVIEW)] private static void Menu_DebugView() { - foreach (var mat in MaterialSeeker.GetSelectionAllMaterial(MatSelectMode.FromAsset)) + foreach (var mat in new MaterialSeeker().GetSelectionAllMaterial(MatSelectMode.FromAsset)) { WFCommonUtility.ChangeShader(WF_DebugViewEditor.SHADER_NAME_DEBUGVIEW, mat); } @@ -153,7 +153,7 @@ private static void ContextMenu_ChangeMobileShader(MenuCommand cmd) [MenuItem(WFMenu.ASSETS_CNGMOBILE, priority = WFMenu.PRI_ASSETS_CNGMOBILE)] private static void Menu_ChangeMobileShader() { - var mats = MaterialSeeker.GetSelectionAllMaterial(MatSelectMode.FromAssetDeep); + var mats = new MaterialSeeker().GetSelectionAllMaterial(MatSelectMode.FromAssetDeep); ChangeMobileShader(mats.ToArray()); } @@ -259,7 +259,7 @@ public static bool ExecuteButton(string label, bool disable = false) public static void SetSelectedMaterials(MatSelectMode mode) { arguments.Clear(); - arguments.AddRange(MaterialSeeker.GetSelectionAllMaterial(mode)); + arguments.AddRange(new MaterialSeeker().GetSelectionAllMaterial(mode)); } public static void SetMaterials(Material[] mats) From 5e7feb0b71be0169345aecf2ebbc83fff32f404f Mon Sep 17 00:00:00 2001 From: whiteflare Date: Sun, 5 Jun 2022 17:48:35 +0900 Subject: [PATCH 13/33] =?UTF-8?q?=E4=BB=96=E3=82=B7=E3=82=A7=E3=83=BC?= =?UTF-8?q?=E3=83=80=E3=81=8B=E3=82=89=E3=81=AE=E5=88=87=E3=82=8A=E6=9B=BF?= =?UTF-8?q?=E3=81=88=E6=99=82=E3=81=AB=E3=82=AB=E3=83=A9=E3=83=BC=E3=82=92?= =?UTF-8?q?=20sRGB=20->=20Linear=20=E5=A4=89=E6=8F=9B=E3=81=99=E3=82=8B?= =?UTF-8?q?=E3=82=88=E3=81=86=E5=A4=89=E6=9B=B4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_ShaderCustomEditor.cs | 15 +++++++++++++++ 1 file changed, 15 insertions(+) diff --git a/Editor/WF_ShaderCustomEditor.cs b/Editor/WF_ShaderCustomEditor.cs index 39862c8b..9bff657c 100644 --- a/Editor/WF_ShaderCustomEditor.cs +++ b/Editor/WF_ShaderCustomEditor.cs @@ -232,6 +232,21 @@ public static void PostChangeShader(Material material, Shader oldShader, Shader // 他シェーダからの切替時に動作 if (!WFCommonUtility.IsSupportedShader(oldShader)) { + // Color を sRGB -> Linear 変換して再設定する + if (material.HasProperty("_Color")) + { + var idx = oldShader.FindPropertyIndex("_Color"); + if (0 <= idx) + { + var flags = oldShader.GetPropertyFlags(idx); + if (!flags.HasFlag(UnityEngine.Rendering.ShaderPropertyFlags.HDR)) + { + var val = material.GetColor("_Color"); + material.SetColor("_Color", val.linear); + } + } + + } // もし EmissionColor の Alpha が 0 になっていたら 1 にしちゃう if (material.HasProperty("_EmissionColor")) { From d333ead17e7047422a3d5f6bf21126d460e8536e Mon Sep 17 00:00:00 2001 From: whiteflare Date: Mon, 6 Jun 2022 16:48:54 +0900 Subject: [PATCH 14/33] =?UTF-8?q?=E3=83=93=E3=83=AB=E3=83=89=E6=99=82?= =?UTF-8?q?=E3=81=AB=E3=82=B7=E3=83=BC=E3=83=B3=E5=86=85=E3=81=AE=E3=83=9E?= =?UTF-8?q?=E3=83=86=E3=83=AA=E3=82=A2=E3=83=AB=E3=82=92=E3=83=81=E3=82=A7?= =?UTF-8?q?=E3=83=83=E3=82=AF=E3=81=97=E3=81=A6=E3=83=AD=E3=82=B0=E3=82=92?= =?UTF-8?q?=E5=87=BA=E3=81=99=E3=82=88=E3=81=86=E6=A9=9F=E8=83=BD=E8=BF=BD?= =?UTF-8?q?=E5=8A=A0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WFEditorSetting.cs | 4 ++++ Editor/WFEditorSettings.asset | 3 ++- Editor/WF_Common.cs | 5 +++++ Editor/WF_Dictionary.cs | 4 ++++ Editor/WF_MaterialConverter.cs | 11 ++++++---- Editor/WF_ShaderPreprocessor.cs | 36 +++++++++++++++++++++++++++++++-- 6 files changed, 56 insertions(+), 7 deletions(-) diff --git a/Editor/WFEditorSetting.cs b/Editor/WFEditorSetting.cs index 80a02731..ac580a85 100644 --- a/Editor/WFEditorSetting.cs +++ b/Editor/WFEditorSetting.cs @@ -34,6 +34,7 @@ public class WFEditorSetting : ScriptableObject public bool stripFallback = true; public bool stripMetaPass = true; public bool stripUnusedLodFade = true; + public bool validateSceneMaterials = true; [Header("Editor Behaviour Settings")] public bool enableScanProjects = true; @@ -78,6 +79,7 @@ public class WFEditorSettingEditor : Editor SerializedProperty p_stripFallback; SerializedProperty p_stripMetaPass; SerializedProperty p_stripUnusedLodFade; + SerializedProperty p_validateSceneMaterials; SerializedProperty p_enableScanProjects; private void OnEnable() @@ -88,6 +90,7 @@ private void OnEnable() this.p_stripUnusedLodFade = serializedObject.FindProperty(nameof(WFEditorSetting.stripUnusedLodFade)); this.p_stripFallback = serializedObject.FindProperty(nameof(WFEditorSetting.stripFallback)); this.p_stripMetaPass = serializedObject.FindProperty(nameof(WFEditorSetting.stripMetaPass)); + this.p_validateSceneMaterials = serializedObject.FindProperty(nameof(WFEditorSetting.validateSceneMaterials)); this.p_enableScanProjects = serializedObject.FindProperty(nameof(WFEditorSetting.enableScanProjects)); } @@ -111,6 +114,7 @@ public override void OnInspectorGUI() EditorGUILayout.PropertyField(p_stripFallback); EditorGUILayout.PropertyField(p_stripMetaPass); } + EditorGUILayout.PropertyField(p_validateSceneMaterials); // Editor Behaviour Settings diff --git a/Editor/WFEditorSettings.asset b/Editor/WFEditorSettings.asset index 7d557cd5..181656b8 100644 --- a/Editor/WFEditorSettings.asset +++ b/Editor/WFEditorSettings.asset @@ -17,5 +17,6 @@ MonoBehaviour: stripUnusedVariant: 1 stripFallback: 1 stripMetaPass: 1 - stripLodCrossFade: 1 + stripUnusedLodFade: 1 + validateSceneMaterials: 1 enableScanProjects: 1 diff --git a/Editor/WF_Common.cs b/Editor/WF_Common.cs index 66f524ad..b4a295d6 100644 --- a/Editor/WF_Common.cs +++ b/Editor/WF_Common.cs @@ -330,6 +330,11 @@ public static bool IsMobileSupportedShader(Material mat) return mat != null && IsMobileSupportedShader(mat.shader); } + public static bool IsMigrationRequiredMaterial(Material mat) + { + return mat != null && Converter.WFMaterialMigrationConverter.ExistsNeedsMigration(mat); + } + /// /// 最新リリースのVersionInfo /// diff --git a/Editor/WF_Dictionary.cs b/Editor/WF_Dictionary.cs index 57ba53d5..58c93e68 100644 --- a/Editor/WF_Dictionary.cs +++ b/Editor/WF_Dictionary.cs @@ -432,6 +432,8 @@ internal static class WFShaderDictionary new WFI18NTranslation(WFMessageText.DgMigrationAuto, "UnlitWFシェーダのバージョンが更新されました。\nプロジェクト内のマテリアルをスキャンして、最新のマテリアル値へと更新しますか?"), new WFI18NTranslation(WFMessageText.DgMigrationManual, "プロジェクト内のマテリアルをスキャンして、最新のマテリアル値へと更新しますか?"), + new WFI18NTranslation(WFMessageText.LgWarnOlderVersion, "古いバージョンで作成されたマテリアルがあります。"), + new WFI18NTranslation(WFMessageText.LgWarnNotSupportAndroid, "Android非対応のシェーダが使われているマテリアルがあります。"), new WFI18NTranslation(WFMessageButton.Cleanup, "マテリアルから不要データを削除"), new WFI18NTranslation(WFMessageButton.ApplyTemplate, "テンプレートから適用"), @@ -725,6 +727,8 @@ internal static class WFMessageText public static readonly string DgChangeMobile = "Do you want to change those shader for Mobile?\n\nYou can undo this operation, but we recommend that you make a backup."; public static readonly string DgMigrationAuto = "The version of the UnlitWF shader has been updated.\nDo you want to scan the materials in your project and update them to the latest material values?"; public static readonly string DgMigrationManual = "Do you want to scan the materials in your project and update them to the latest material values?"; + public static readonly string LgWarnOlderVersion = "A material was created with an older shader version."; + public static readonly string LgWarnNotSupportAndroid = "A material uses a shader that is not supported by Android."; } internal static class WFMessageButton diff --git a/Editor/WF_MaterialConverter.cs b/Editor/WF_MaterialConverter.cs index ca67aa91..1fa7cf8d 100644 --- a/Editor/WF_MaterialConverter.cs +++ b/Editor/WF_MaterialConverter.cs @@ -704,12 +704,15 @@ public static bool ExistsNeedsMigration(Material[] mats) public static bool ExistsNeedsMigration(Material mat) { - var props = ShaderSerializedProperty.AsDict(mat); - foreach (var map in OldPropNameToNewPropNameList) + if (mat != null) { - if (props.ContainsKey(map.beforeName)) + var props = ShaderSerializedProperty.AsDict(mat); + foreach (var map in OldPropNameToNewPropNameList) { - return true; + if (props.ContainsKey(map.beforeName)) + { + return true; + } } } return false; diff --git a/Editor/WF_ShaderPreprocessor.cs b/Editor/WF_ShaderPreprocessor.cs index 8746bdbe..9998425a 100644 --- a/Editor/WF_ShaderPreprocessor.cs +++ b/Editor/WF_ShaderPreprocessor.cs @@ -31,6 +31,7 @@ using System.Collections.Generic; using System.Linq; +using UnityEditor; using UnityEditor.Build; using UnityEditor.Rendering; using UnityEngine; @@ -377,9 +378,12 @@ public List CreateUsedShaderVariantList(out int materialCount .ToList(); materialCount = materials.Count; - foreach (var mat in materials) + // 使っているバリアントを記録 + AppendUsedShaderVariant(materials); + // ついでにシーンにあるマテリアルの検査もこのタイミングで行う。検査するだけで特に動作に影響しない。 + if (settings.validateSceneMaterials) { - AppendUsedShaderVariant(mat, mat.shader); + ValidateMaterials(materials); } sw.Stop(); @@ -401,6 +405,14 @@ public List CreateUsedShaderVariantList(out int materialCount return result; } + private void AppendUsedShaderVariant(IEnumerable mats) + { + foreach (var mat in mats) + { + AppendUsedShaderVariant(mat, mat.shader); + } + } + private void AppendUsedShaderVariant(Material mat, Shader shader) { // マテリアルから _XX_ENABLE となっているキーワードを回収 @@ -423,6 +435,26 @@ private void AppendUsedShaderVariant(Material mat, Shader shader) } } } + + private void ValidateMaterials(IEnumerable mats) + { + foreach (var mat in mats) + { + ValidateMaterials(mat); + } + } + + private void ValidateMaterials(Material mat) + { + if (WFCommonUtility.IsMigrationRequiredMaterial(mat)) + { + Debug.LogWarningFormat(mat, "[WF][Preprocess] {0}, mat = {1}", WFI18N.Translate(WFMessageText.LgWarnOlderVersion), mat); + } + if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.Android && WFCommonUtility.IsMobileSupportedShader(mat)) + { + Debug.LogWarningFormat(mat, "[WF][Preprocess] {0}, mat = {1}", WFI18N.Translate(WFMessageText.LgWarnNotSupportAndroid), mat); + } + } } public class UsedShaderVariant : System.IEquatable From 50b4a1ab0358dfbba7051258eaa5d851e1f84558 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Mon, 6 Jun 2022 18:37:57 +0900 Subject: [PATCH 15/33] BugFix --- Editor/WF_AutoMigrationPostprocessor.cs | 13 +++++++------ Editor/WF_ShaderPreprocessor.cs | 2 +- 2 files changed, 8 insertions(+), 7 deletions(-) diff --git a/Editor/WF_AutoMigrationPostprocessor.cs b/Editor/WF_AutoMigrationPostprocessor.cs index ee3bb3a4..af774b7c 100644 --- a/Editor/WF_AutoMigrationPostprocessor.cs +++ b/Editor/WF_AutoMigrationPostprocessor.cs @@ -17,6 +17,7 @@ #if UNITY_EDITOR +using System.Linq; using UnityEditor; namespace UnlitWF @@ -25,13 +26,13 @@ public class WF_AutoMigrationPostprocessor : AssetPostprocessor { static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromPath) { + // マテリアルのマイグレーション Converter.ScanAndMigrationExecutor.Migration(importedAssets); - } - - [InitializeOnLoadMethod] - public static void ExecuteAuto() - { - Converter.ScanAndMigrationExecutor.ExecuteAuto(); + // もしshaderファイルがimportされたなら、そのタイミングで全スキャンも動作させる + if (importedAssets.Any(path => path != null && path.EndsWith(".shader", System.StringComparison.InvariantCultureIgnoreCase))) + { + Converter.ScanAndMigrationExecutor.ExecuteAuto(); + } } } } diff --git a/Editor/WF_ShaderPreprocessor.cs b/Editor/WF_ShaderPreprocessor.cs index 9998425a..cb239087 100644 --- a/Editor/WF_ShaderPreprocessor.cs +++ b/Editor/WF_ShaderPreprocessor.cs @@ -450,7 +450,7 @@ private void ValidateMaterials(Material mat) { Debug.LogWarningFormat(mat, "[WF][Preprocess] {0}, mat = {1}", WFI18N.Translate(WFMessageText.LgWarnOlderVersion), mat); } - if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.Android && WFCommonUtility.IsMobileSupportedShader(mat)) + if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.Android && !WFCommonUtility.IsMobileSupportedShader(mat)) { Debug.LogWarningFormat(mat, "[WF][Preprocess] {0}, mat = {1}", WFI18N.Translate(WFMessageText.LgWarnNotSupportAndroid), mat); } From ea4063e5c420751a22392eac950722c743c23bfa Mon Sep 17 00:00:00 2001 From: whiteflare Date: Tue, 7 Jun 2022 00:53:39 +0900 Subject: [PATCH 16/33] =?UTF-8?q?NS=20=E3=81=8C=20MT=20=E3=81=A8=20TS=20?= =?UTF-8?q?=E3=81=AB=E5=85=A5=E3=81=A3=E3=81=A6=E3=81=84=E3=81=AA=E3=81=8B?= =?UTF-8?q?=E3=81=A3=E3=81=9F=E3=81=AE=E3=81=A8=E3=80=81NS=20=E3=81=AE?= =?UTF-8?q?=E3=83=9E=E3=82=B9=E3=82=AF=E3=81=8C=E4=BD=BF=E3=82=8F=E3=82=8C?= =?UTF-8?q?=E3=81=A6=E3=81=AA=E3=81=8B=E3=81=A3=E3=81=9F=E3=81=AE=E3=82=92?= =?UTF-8?q?=E4=BF=AE=E6=AD=A3?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Shaders/WF_UnToon_Function.cginc | 12 +++++++----- 1 file changed, 7 insertions(+), 5 deletions(-) diff --git a/Shaders/WF_UnToon_Function.cginc b/Shaders/WF_UnToon_Function.cginc index 1bbd76b1..3c265eac 100644 --- a/Shaders/WF_UnToon_Function.cginc +++ b/Shaders/WF_UnToon_Function.cginc @@ -540,12 +540,14 @@ FEATURE_TGL_END FEATURE_TGL_ON_BEGIN(_NS_Enable) // 2nd NormalMap - float dtlPower = WF_TEX2D_NORMAL_DTL_MASK(uv_main); float2 uv_dtl = _NS_2ndUVType == 1 ? i.uv_lmap : i.uv; float3 dtlNormalTangent = WF_TEX2D_NORMAL_DTL( TRANSFORM_TEX(uv_dtl, _DetailNormalMap) ); // 法線計算 ws_detail_normal = transformTangentToWorldNormal(dtlNormalTangent, i.normal, i.tangent, i.bitangent); // vertex周辺のworld法線空間 + + float dtlPower = WF_TEX2D_NORMAL_DTL_MASK(uv_main); + ws_detail_normal = lerpNormals(i.normal, ws_detail_normal, dtlPower); FEATURE_TGL_END } @@ -615,10 +617,10 @@ FEATURE_TGL_ON_BEGIN(_MT_Enable) // Metallic描画 if (0.01 < metallic) { float3 ws_metal_normal = ws_normal; -#ifdef _NM_Enable +#ifdef _NM_ENABLE ws_metal_normal = lerpNormals(ws_metal_normal, ws_bump_normal, _MT_BlendNormal); #endif -#ifdef _NS_Enable +#ifdef _NS_ENABLE ws_metal_normal = lerpNormals(ws_metal_normal, ws_detail_normal, _MT_BlendNormal2); #endif float reflSmooth = metalGlossMap.a * _MT_ReflSmooth; @@ -955,10 +957,10 @@ FEATURE_TGL_ON_BEGIN(_TS_Enable) // 陰用法線とライト方向から Harf-Lambert float3 ws_shade_normal = ws_normal; -#ifdef _NM_Enable +#ifdef _NM_ENABLE ws_shade_normal = lerpNormals(ws_shade_normal, ws_bump_normal, _TS_BlendNormal); #endif -#ifdef _NS_Enable +#ifdef _NS_ENABLE ws_shade_normal = lerpNormals(ws_shade_normal, ws_detail_normal, _TS_BlendNormal2); #endif float brightness = lerp(dot(ws_shade_normal, i.ws_light_dir.xyz), 1, 0.5); // 0.0 ~ 1.0 From f3614def87398fb0a0a687d0edf752efa121c66f Mon Sep 17 00:00:00 2001 From: whiteflare Date: Tue, 7 Jun 2022 15:51:57 +0900 Subject: [PATCH 17/33] =?UTF-8?q?MaterialSeeker=20=E3=81=8C=20WFMaterialTe?= =?UTF-8?q?mplate=20=E5=86=85=E3=81=AE=E3=83=9E=E3=83=86=E3=83=AA=E3=82=A2?= =?UTF-8?q?=E3=83=AB=E3=82=92=E6=8E=A2=E3=81=9B=E3=82=8B=E3=82=88=E3=81=86?= =?UTF-8?q?=E3=81=AB=E3=81=99=E3=82=8B?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_MiscUtil.cs | 115 +++++++++++++++++++++++++++++++++--------- 1 file changed, 91 insertions(+), 24 deletions(-) diff --git a/Editor/WF_MiscUtil.cs b/Editor/WF_MiscUtil.cs index d7b161e1..64340549 100644 --- a/Editor/WF_MiscUtil.cs +++ b/Editor/WF_MiscUtil.cs @@ -50,41 +50,71 @@ internal class MaterialSeeker #region マテリアル列挙系(プロジェクトから) - public string[] GetProjectAllMaterialPaths() + public IEnumerable GetProjectAllMaterialPaths(params string[] folderPaths) { - return AssetDatabase.FindAssets("t:Material") - .Select(guid => AssetDatabase.GUIDToAssetPath(guid)) - .Where(path => !string.IsNullOrWhiteSpace(path) && path.EndsWith(".mat")) - .Distinct().ToArray(); + return (folderPaths.Length == 0 ? + AssetDatabase.FindAssets("t:Material") : + AssetDatabase.FindAssets("t:Material", folderPaths)) + .Select(guid => AssetDatabase.GUIDToAssetPath(guid)) + .Where(path => !string.IsNullOrWhiteSpace(path) && path.EndsWith(".mat")) + .Distinct(); + } + + public IEnumerable GetProjectAllMaterialTemplatePaths(params string[] folderPaths) + { + return (folderPaths.Length == 0 ? + AssetDatabase.FindAssets("t:" + nameof(WFMaterialTemplate)) : + AssetDatabase.FindAssets("t:" + nameof(WFMaterialTemplate), folderPaths)) + .Select(guid => AssetDatabase.GUIDToAssetPath(guid)) + .Where(path => !string.IsNullOrWhiteSpace(path) && path.EndsWith(".asset")) + .Distinct(); } public int SeekProjectAllMaterial(string title, System.Func action) + { + return VisitMaterials(title, GetProjectAllMaterialPaths().ToArray(), mat => mat, action) + + VisitMaterials(title, GetProjectAllMaterialTemplatePaths().ToArray(), tmp => tmp.material, action); + } + + private int VisitMaterials(string title, string[] path, System.Func load, System.Func action) where T : UnityEngine.Object { int done = 0; - var paths = GetProjectAllMaterialPaths(); - if (0 < paths.Length) + if (0 < path.Length) { int current = 0; - for (int i = 0; i < paths.Length; i++) + for (int i = 0; i < path.Length; i++) { - if (!string.IsNullOrWhiteSpace(paths[i])) + if (VisitMaterial(path[i], load, action)) { - var mat = AssetDatabase.LoadAssetAtPath(paths[i]); - if (action(mat)) - { - done++; - } + done++; } - if (++current % 50 == 0 && EditorUtility.DisplayCancelableProgressBar("WF", title, current / (float)paths.Length)) + if (++current % 50 == 0 && EditorUtility.DisplayCancelableProgressBar("WF", title, current / (float)path.Length)) { break; } } - EditorUtility.ClearProgressBar(); } + EditorUtility.ClearProgressBar(); return done; } + private bool VisitMaterial(string path, System.Func load, System.Func action) where T : UnityEngine.Object + { + if (!string.IsNullOrWhiteSpace(path)) + { + var asset = AssetDatabase.LoadAssetAtPath(path); + if (asset != null) + { + var mat = load(asset); + if (mat != null && action(mat)) + { + return true; + } + } + } + return false; + } + #endregion #region マテリアル列挙系(Selectionから) @@ -101,7 +131,9 @@ public IEnumerable GetSelectionAllMaterial(MatSelectMode mode, List(SelectionMode.Assets)); + GetAllMaterials(Selection.GetFiltered(SelectionMode.Assets), result); + // MaterialTemplate + GetAllMaterials(Selection.GetFiltered(SelectionMode.Assets), result); } // サブフォルダ含めて if ((mode & MatSelectMode.FromAssetDeep) == MatSelectMode.FromAssetDeep) @@ -114,13 +146,48 @@ public IEnumerable GetSelectionAllMaterial(MatSelectMode mode, List AssetDatabase.GUIDToAssetPath(guid)) - .Where(path => !string.IsNullOrWhiteSpace(path) && path.EndsWith(".mat")) - .Distinct() - .Select(path => AssetDatabase.LoadAssetAtPath(path)) - .Where(mat => mat != null)); + GetAllMaterials(folders, result); + } + } + return result; + } + + public IEnumerable GetAllMaterials(string[] folderPaths, List result = null) + { + InitList(ref result); + result.AddRange( + GetProjectAllMaterialPaths(folderPaths) + .Select(path => AssetDatabase.LoadAssetAtPath(path)) + .Where(mat => mat != null)); + result.AddRange( + GetProjectAllMaterialTemplatePaths(folderPaths) + .Select(path => AssetDatabase.LoadAssetAtPath(path)) + .Where(temp => temp != null && temp.material != null) + .Select(temp => temp.material)); + return result; + } + + public IEnumerable GetAllMaterials(Material[] mats, List result = null) + { + InitList(ref result); + foreach (var mat in mats) + { + if (mat != null) + { + result.Add(mat); + } + } + return result; + } + + public IEnumerable GetAllMaterials(WFMaterialTemplate[] temps, List result = null) + { + InitList(ref result); + foreach (var temp in temps) + { + if (temp != null && temp.material != null) + { + result.Add(temp.material); } } return result; From d32b984dd7f4fcd50ca8a83cc8de6251d6d4840d Mon Sep 17 00:00:00 2001 From: whiteflare Date: Tue, 7 Jun 2022 19:49:08 +0900 Subject: [PATCH 18/33] =?UTF-8?q?=E3=83=97=E3=83=AD=E3=83=91=E3=83=86?= =?UTF-8?q?=E3=82=A3=E3=81=8C=E3=81=82=E3=82=8B=E3=81=8B=E3=81=A9=E3=81=86?= =?UTF-8?q?=E3=81=8BHasProperty=E3=81=A7=E7=A2=BA=E8=AA=8D=E3=81=99?= =?UTF-8?q?=E3=82=8B=E5=88=86=E5=B2=90=E3=82=92=E8=BF=BD=E5=8A=A0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_MaterialConverter.cs | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) diff --git a/Editor/WF_MaterialConverter.cs b/Editor/WF_MaterialConverter.cs index 1fa7cf8d..8a195418 100644 --- a/Editor/WF_MaterialConverter.cs +++ b/Editor/WF_MaterialConverter.cs @@ -741,12 +741,16 @@ protected static List> CreateConverterList() if (GetIntOrDefault(ctx.oldMaterial, "_NS_Enable") == 0 && GetIntOrDefault(ctx.target, "_NS_Enable") != 0) { // BlendNormalを複製する - foreach(var pn in ctx.oldProps.Keys) + foreach(var propName in ctx.oldProps.Keys) { - if (WFCommonUtility.FormatPropName(pn, out var label, out var name)) { - if (name == "BlendNormal") + if (WFCommonUtility.FormatPropName(propName, out var label, out var name)) { + if (name == "BlendNormal" && ctx.target.HasProperty(propName)) { - ctx.target.SetFloat(pn.Replace("_BlendNormal", "_BlendNormal2"), ctx.target.GetFloat(pn)); + var propName2 = propName.Replace("_BlendNormal", "_BlendNormal2"); + if (ctx.target.HasProperty(propName2)) + { + ctx.target.SetFloat(propName2, ctx.target.GetFloat(propName)); + } } } } From a6075c7ae8428600f21f0187216ea826866a4109 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Wed, 8 Jun 2022 00:33:45 +0900 Subject: [PATCH 19/33] =?UTF-8?q?NS=202ndUVType=20=E3=82=92=20NS=20UVType?= =?UTF-8?q?=20=E3=81=AB=E5=A4=89=E6=9B=B4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_MaterialConverter.cs | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Outline_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_Outline_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader | 2 +- Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader | 2 +- .../Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader | 2 +- Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader | 2 +- Shaders/Unlit_WF_UnToon_Tess_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_Tess_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader | 2 +- Shaders/Unlit_WF_UnToon_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_Transparent3Pass.shader | 2 +- Shaders/Unlit_WF_UnToon_Transparent_Mask.shader | 2 +- Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader | 2 +- Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader | 2 +- Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader | 2 +- Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader | 2 +- Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader | 2 +- Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader | 2 +- .../Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader | 2 +- Shaders/WF_UnToon_Function.cginc | 2 +- Shaders/WF_UnToon_Uniform.cginc | 3 +-- 48 files changed, 48 insertions(+), 49 deletions(-) diff --git a/Editor/WF_MaterialConverter.cs b/Editor/WF_MaterialConverter.cs index 8a195418..7a9209be 100644 --- a/Editor/WF_MaterialConverter.cs +++ b/Editor/WF_MaterialConverter.cs @@ -691,7 +691,7 @@ protected override bool Validate(Material mat) new PropertyNameReplacement("_Smoothing", "_TE_SmoothPower"), new PropertyNameReplacement("_NM_FlipMirror", "_FlipMirror"), // NS追加に合わせてFlipMirrorはラベルなしに変更する new PropertyNameReplacement("_NM_2ndType", "_NS_Enable", p => p.IntValue = p.IntValue != 0 ? 1 : 0), - new PropertyNameReplacement("_NM_2ndUVType", "_NS_2ndUVType"), + new PropertyNameReplacement("_NM_2ndUVType", "_NS_UVType"), new PropertyNameReplacement("_NM_2ndMaskTex", "_NS_2ndMaskTex"), new PropertyNameReplacement("_NM_InvMaskVal", "_NS_InvMaskVal"), // new OldPropertyReplacement("_FurVector", "_FR_Vector"), // FurVectorの値は再設定が必要なので変換しない diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader index 3446f6c0..145a5040 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader @@ -69,7 +69,7 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader index 0998ecb6..bd3de1a7 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader @@ -86,7 +86,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader index a6bf380a..1f3710b9 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader @@ -98,7 +98,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader index 1a4382b1..784c7a9a 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader @@ -81,7 +81,7 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader index 328a510a..4ccaa7a9 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader @@ -82,7 +82,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader index d6c5e266..0ddc968c 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader @@ -86,7 +86,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader index 3097c3af..7b25b5ea 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader @@ -86,7 +86,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader index b3a2dcf4..057f675a 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader @@ -45,7 +45,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Addition" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader index 62f92c56..942cc9a5 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader @@ -77,7 +77,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader index 4a1186cd..afa45281 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader @@ -89,7 +89,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader index 39e1c7ec..3381ad58 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader @@ -90,7 +90,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader index dd397f77..ba761fec 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader @@ -78,7 +78,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader index cfafc586..522659d6 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader @@ -74,7 +74,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader index 85679ba7..cf78ecd1 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader @@ -87,7 +87,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader index 21f1962d..f3492d5b 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader @@ -77,7 +77,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_PowerCap_Outline_Opaque" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader index b2117553..1674bfac 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader @@ -96,7 +96,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Opaque.shader b/Shaders/Unlit_WF_UnToon_Opaque.shader index b44fe25e..0147fb63 100644 --- a/Shaders/Unlit_WF_UnToon_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Opaque.shader @@ -69,7 +69,7 @@ Shader "UnlitWF/WF_UnToon_Opaque" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader index 213c25da..d608c10c 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader @@ -86,7 +86,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader index d88ed67a..038c7ba0 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader @@ -98,7 +98,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader index 3c52b92e..34f1eac9 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader @@ -97,7 +97,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader index 67d9294a..c9aee1f1 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader @@ -100,7 +100,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader index 8436dc6c..e23b6906 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader @@ -101,7 +101,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader index b0e88a7f..22970a4e 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader @@ -102,7 +102,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader index 0f4e91c7..12c3c589 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader @@ -60,7 +60,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader index 3d978283..e1761fa1 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader @@ -72,7 +72,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader index f029a29c..9f827b7b 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader @@ -71,7 +71,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader index 6b090a51..1cfab5e9 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader @@ -72,7 +72,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader index eb10f2ea..bab77458 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader @@ -96,7 +96,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader index db41b588..d800607e 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader @@ -108,7 +108,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader index 4b042305..85430c0e 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader @@ -92,7 +92,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader index 49985abc..fa6ace9b 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader @@ -110,7 +110,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TransCutout.shader index be8c5f0a..de9369c4 100644 --- a/Shaders/Unlit_WF_UnToon_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TransCutout.shader @@ -81,7 +81,7 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Transparent.shader b/Shaders/Unlit_WF_UnToon_Transparent.shader index 501f1836..ccb2999b 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent.shader @@ -80,7 +80,7 @@ Shader "UnlitWF/WF_UnToon_Transparent" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader index e5a8a9fb..1330ef86 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader @@ -81,7 +81,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader index 589af91e..8cc56bd9 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader @@ -84,7 +84,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader index a6a551db..7ec51080 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader @@ -84,7 +84,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader index 4c3d6a46..f4f1cec2 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader @@ -85,7 +85,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader b/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader index 16e69ff8..511e586e 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader @@ -88,7 +88,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Refracted" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader index 34a40a3d..eda5d514 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader @@ -65,7 +65,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Opaque" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader index 1d874af6..a7fa1ac2 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader @@ -77,7 +77,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader index cb480bf4..1b6dd38e 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader @@ -76,7 +76,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader index 23006b8f..96fdfe9b 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader @@ -79,7 +79,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader index 353e8ae7..5a57a252 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader @@ -63,7 +63,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader index 43a231ea..49e93cbc 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader @@ -80,7 +80,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader index 037c31de..6e97602b 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader @@ -81,7 +81,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { [WFHeaderToggle(Detail NormalMap)] _NS_Enable ("[NS] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] - _NS_2ndUVType ("[NS] 2nd Normal UV Type", Float) = 0 + _NS_UVType ("[NS] 2nd Normal UV Type", Float) = 0 _DetailNormalMap ("[NS] 2nd NormalMap Texture", 2D) = "bump" {} _DetailNormalMapScale ("[NS] 2nd Bump Scale", Range(0, 2)) = 0.4 [NoScaleOffset] diff --git a/Shaders/WF_UnToon_Function.cginc b/Shaders/WF_UnToon_Function.cginc index 3c265eac..25fd0ca1 100644 --- a/Shaders/WF_UnToon_Function.cginc +++ b/Shaders/WF_UnToon_Function.cginc @@ -540,7 +540,7 @@ FEATURE_TGL_END FEATURE_TGL_ON_BEGIN(_NS_Enable) // 2nd NormalMap - float2 uv_dtl = _NS_2ndUVType == 1 ? i.uv_lmap : i.uv; + float2 uv_dtl = _NS_UVType == 1 ? i.uv_lmap : i.uv; float3 dtlNormalTangent = WF_TEX2D_NORMAL_DTL( TRANSFORM_TEX(uv_dtl, _DetailNormalMap) ); // 法線計算 diff --git a/Shaders/WF_UnToon_Uniform.cginc b/Shaders/WF_UnToon_Uniform.cginc index 1c6c7800..ee2b10e4 100644 --- a/Shaders/WF_UnToon_Uniform.cginc +++ b/Shaders/WF_UnToon_Uniform.cginc @@ -162,8 +162,7 @@ #ifndef _WF_MOBILE FEATURE_TGL (_NS_Enable); - uint _NS_2ndType; - uint _NS_2ndUVType; + uint _NS_UVType; float4 _DetailNormalMap_ST; float _DetailNormalMapScale; float _NS_InvMaskVal; From f5d144b7da479316b830734a05fd10720637faad Mon Sep 17 00:00:00 2001 From: whiteflare Date: Wed, 8 Jun 2022 00:58:20 +0900 Subject: [PATCH 20/33] =?UTF-8?q?BackFaceTexture=20=E3=81=AB=20UVType=20?= =?UTF-8?q?=E3=82=92=E8=BF=BD=E5=8A=A0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader | 2 ++ Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader | 2 ++ .../Unlit_WF_URP_UnToon_Outline_TransCutout.shader | 2 ++ Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader | 2 ++ Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader | 2 ++ .../URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader | 2 ++ .../Unlit_WF_URP_UnToon_Transparent_MaskOut.shader | 2 ++ .../Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader | 2 ++ ...nlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader | 2 ++ ...nlit_WF_UnToon_Custom_ClearCoat_Transparent.shader | 2 ++ .../Unlit_WF_UnToon_Custom_GhostTransparent.shader | 2 ++ Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader | 2 ++ ...Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader | 2 ++ ...it_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader | 2 ++ ...Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader | 2 ++ Shaders/Unlit_WF_UnToon_Opaque.shader | 2 ++ Shaders/Unlit_WF_UnToon_Outline_Opaque.shader | 2 ++ Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader | 2 ++ Shaders/Unlit_WF_UnToon_Outline_Transparent.shader | 2 ++ .../Unlit_WF_UnToon_Outline_Transparent3Pass.shader | 2 ++ ...Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader | 2 ++ ...WF_UnToon_Outline_Transparent_MaskOut_Blend.shader | 2 ++ Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader | 2 ++ Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader | 2 ++ Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader | 2 ++ .../Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader | 2 ++ Shaders/Unlit_WF_UnToon_Tess_Opaque.shader | 2 ++ Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader | 2 ++ Shaders/Unlit_WF_UnToon_Tess_Transparent.shader | 2 ++ Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader | 2 ++ Shaders/Unlit_WF_UnToon_TransCutout.shader | 2 ++ Shaders/Unlit_WF_UnToon_Transparent.shader | 2 ++ Shaders/Unlit_WF_UnToon_Transparent3Pass.shader | 2 ++ Shaders/Unlit_WF_UnToon_Transparent_Mask.shader | 2 ++ Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader | 2 ++ .../Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader | 2 ++ Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader | 2 ++ Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader | 2 ++ Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader | 2 ++ Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader | 2 ++ .../Unlit_WF_UnToon_TriShade_Transparent3Pass.shader | 2 ++ .../Unlit_WF_UnToon_TriShade_Transparent_Mask.shader | 2 ++ ...nlit_WF_UnToon_TriShade_Transparent_MaskOut.shader | 2 ++ ...F_UnToon_TriShade_Transparent_MaskOut_Blend.shader | 2 ++ Shaders/WF_UnToon.cginc | 2 +- Shaders/WF_UnToon_DepthOnly.cginc | 7 +++++-- Shaders/WF_UnToon_Function.cginc | 11 ++++++----- Shaders/WF_UnToon_Uniform.cginc | 1 + 48 files changed, 101 insertions(+), 8 deletions(-) diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader index 145a5040..ea7fbb6d 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader @@ -30,6 +30,8 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader index bd3de1a7..5ff13eb9 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader @@ -47,6 +47,8 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader index 1f3710b9..04bd3dd0 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader @@ -59,6 +59,8 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader index 784c7a9a..d4013534 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader @@ -42,6 +42,8 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader index 4ccaa7a9..acbefbee 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader @@ -43,6 +43,8 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader index 0ddc968c..7aec870f 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader @@ -47,6 +47,8 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader index 7b25b5ea..b7515907 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader @@ -47,6 +47,8 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader index 942cc9a5..b0d27f9f 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader @@ -38,6 +38,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader index afa45281..c7bf3323 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader @@ -50,6 +50,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader index 3381ad58..e692b8ef 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader @@ -51,6 +51,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader index ba761fec..f9890fa5 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader @@ -39,6 +39,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader index 522659d6..1875deb5 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader @@ -35,6 +35,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader index cf78ecd1..f13960cf 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader @@ -48,6 +48,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader index f3492d5b..467cfbd2 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader @@ -47,6 +47,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_PowerCap_Outline_Opaque" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader index 1674bfac..f2c694ba 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader @@ -57,6 +57,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Opaque.shader b/Shaders/Unlit_WF_UnToon_Opaque.shader index 0147fb63..5b33118a 100644 --- a/Shaders/Unlit_WF_UnToon_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Opaque.shader @@ -30,6 +30,8 @@ Shader "UnlitWF/WF_UnToon_Opaque" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader index d608c10c..cd8c0c8e 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader @@ -47,6 +47,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader index 038c7ba0..064f39df 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader @@ -59,6 +59,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader index 34f1eac9..f1ea6833 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader @@ -58,6 +58,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader index c9aee1f1..e56bdb51 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader @@ -61,6 +61,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader index e23b6906..7f5a5200 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader @@ -62,6 +62,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader index 22970a4e..314338b0 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader @@ -63,6 +63,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader index 12c3c589..e005280b 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader @@ -30,6 +30,8 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader index e1761fa1..c41bf077 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader @@ -42,6 +42,8 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader index 9f827b7b..13076fd0 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader @@ -41,6 +41,8 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader index 1cfab5e9..c3ee4170 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader @@ -42,6 +42,8 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader index bab77458..8863ce56 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader @@ -57,6 +57,8 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader index d800607e..df82091d 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader @@ -69,6 +69,8 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader index 85430c0e..93c48808 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader @@ -53,6 +53,8 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader index fa6ace9b..b623b9c9 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader @@ -71,6 +71,8 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TransCutout.shader index de9369c4..f9dd66a7 100644 --- a/Shaders/Unlit_WF_UnToon_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TransCutout.shader @@ -42,6 +42,8 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Transparent.shader b/Shaders/Unlit_WF_UnToon_Transparent.shader index ccb2999b..8b7cedba 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent.shader @@ -41,6 +41,8 @@ Shader "UnlitWF/WF_UnToon_Transparent" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader index 1330ef86..d913bb8d 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader @@ -42,6 +42,8 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader index 8cc56bd9..c8c596fc 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader @@ -45,6 +45,8 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader index 7ec51080..3e2bd3a8 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader @@ -45,6 +45,8 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader index f4f1cec2..fa2158c0 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader @@ -46,6 +46,8 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader b/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader index 511e586e..f67fa11e 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader @@ -49,6 +49,8 @@ Shader "UnlitWF/WF_UnToon_Transparent_Refracted" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader index eda5d514..2e567b98 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader @@ -47,6 +47,8 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Opaque" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader index a7fa1ac2..793a29d2 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader @@ -59,6 +59,8 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader index 1b6dd38e..3389ce54 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader @@ -58,6 +58,8 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader index 96fdfe9b..f1c52321 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader @@ -61,6 +61,8 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader index 5a57a252..76090805 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader @@ -45,6 +45,8 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader index 49e93cbc..a8ed4640 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader @@ -62,6 +62,8 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader index 6e97602b..44f0712e 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader @@ -63,6 +63,8 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { // 裏面テクスチャ [WFHeaderToggle(BackFace Texture)] _BK_Enable ("[BK] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _BK_UVType ("[BK] UV Type", Float) = 0 _BK_BackTex ("[BK] Back Texture", 2D) = "white" {} [HDR] _BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1) diff --git a/Shaders/WF_UnToon.cginc b/Shaders/WF_UnToon.cginc index 86b79195..8926d66e 100644 --- a/Shaders/WF_UnToon.cginc +++ b/Shaders/WF_UnToon.cginc @@ -129,7 +129,7 @@ #endif // メイン - affectBaseColor(i.uv, facing, uv_main, color); + affectBaseColor(i.uv, i.uv_lmap, facing, uv_main, color); // 頂点カラー affectVertexColor(i.vertex_color, color); diff --git a/Shaders/WF_UnToon_DepthOnly.cginc b/Shaders/WF_UnToon_DepthOnly.cginc index e2dcfb58..3673ae42 100644 --- a/Shaders/WF_UnToon_DepthOnly.cginc +++ b/Shaders/WF_UnToon_DepthOnly.cginc @@ -34,6 +34,7 @@ float4 vertex_color : COLOR0; #endif float2 uv : TEXCOORD0; + float2 uv_lmap : TEXCOORD1; float3 normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -41,6 +42,7 @@ struct v2f_depth { float4 vs_vertex : SV_POSITION; float2 uv : TEXCOORD0; + float2 uv_lmap : TEXCOORD1; #ifdef _V2F_HAS_VERTEXCOLOR float4 vertex_color : COLOR0; #endif @@ -66,7 +68,8 @@ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vs_vertex = UnityObjectToClipPos(i.vertex.xyz); - o.uv = TRANSFORM_TEX(i.uv, _MainTex); + o.uv = v.uv; + o.uv_lmap = v.uv_lmap; #ifdef _V2F_HAS_VERTEXCOLOR o.vertex_color = i.vertex_color; #endif @@ -86,7 +89,7 @@ float2 uv_main; // メイン - affectBaseColor(i.uv, facing, uv_main, color); + affectBaseColor(i.uv, i.uv_lmap, facing, uv_main, color); // 頂点カラー affectVertexColor(i.vertex_color, color); diff --git a/Shaders/WF_UnToon_Function.cginc b/Shaders/WF_UnToon_Function.cginc index 25fd0ca1..5d67baa5 100644 --- a/Shaders/WF_UnToon_Function.cginc +++ b/Shaders/WF_UnToon_Function.cginc @@ -133,24 +133,25 @@ } #ifdef _BK_ENABLE - void affectBackTex(float2 uv, uint facing, inout float4 color) { + void affectBackTex(float2 uv, float2 uv2, uint facing, inout float4 color) { FEATURE_TGL_ON_BEGIN(_BK_Enable) if (!facing) { - float2 uv_back = TRANSFORM_TEX(uv, _BK_BackTex); + float2 uv_back = _BK_UVType == 1 ? uv2 : uv; + uv_back = TRANSFORM_TEX(uv_back, _BK_BackTex); color = PICK_MAIN_TEX2D(_BK_BackTex, uv_back) * _BK_BackColor; } FEATURE_TGL_END } #else - #define affectBackTex(uv, facing, color) + #define affectBackTex(uv, uv2, facing, color) #endif - void affectBaseColor(float2 uv, uint facing, out float2 uv_main, out float4 color) { + void affectBaseColor(float2 uv, float2 uv2, uint facing, out float2 uv_main, out float4 color) { // ShadowCasterがv2f_shadowを使うので、ここではv2fを引数にしない color = _Color; // メイン affectMainTex(uv, uv_main, color); // バック - affectBackTex(uv, facing, color); + affectBackTex(uv, uv2, facing, color); } #ifdef _VC_ENABLE diff --git a/Shaders/WF_UnToon_Uniform.cginc b/Shaders/WF_UnToon_Uniform.cginc index ee2b10e4..b868c2a8 100644 --- a/Shaders/WF_UnToon_Uniform.cginc +++ b/Shaders/WF_UnToon_Uniform.cginc @@ -89,6 +89,7 @@ FEATURE_TGL (_BK_Enable); float4 _BK_BackTex_ST; float4 _BK_BackColor; + uint _BK_UVType; #endif // ------------------------- From 6f3b99ebd885c0ade7687426436bece2d4496138 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Wed, 8 Jun 2022 01:04:34 +0900 Subject: [PATCH 21/33] =?UTF-8?q?=5FTS=5FFeather=E5=88=86=E5=89=B2?= =?UTF-8?q?=E3=81=AE=E5=89=8D=E6=BA=96=E5=82=99?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Shaders/WF_UnToon_Function.cginc | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/Shaders/WF_UnToon_Function.cginc b/Shaders/WF_UnToon_Function.cginc index 5d67baa5..56e3e067 100644 --- a/Shaders/WF_UnToon_Function.cginc +++ b/Shaders/WF_UnToon_Function.cginc @@ -943,11 +943,11 @@ FEATURE_TGL_END #endif } - void calcShadowColor(float3 color, float3 shadow_tex, float3 base_color, float power, float border, float brightness, inout float3 shadow_color) { + void calcShadowColor(float3 color, float3 shadow_tex, float3 base_color, float power, float border, float feather, float brightness, inout float3 shadow_color) { shadow_color = lerp( max(ZERO_VEC3, lerp(ONE_VEC3, color.rgb * shadow_tex / base_color, power * _TS_Power)), shadow_color, - smoothstep(border, border + max(_TS_Feather, 0.001), brightness) ); + smoothstep(border, border + max(feather, 0.001), brightness) ); } void affectToonShade(v2f i, float2 uv_main, float3 ws_normal, float3 ws_bump_normal, float3 ws_detail_normal, float angle_light_camera, inout float4 color) { @@ -979,25 +979,25 @@ FEATURE_TGL_ON_BEGIN(_TS_Enable) #ifndef _WF_LEGACY_FEATURE_SWITCH // 1影 - calcShadowColor(_TS_1stColor, WF_TEX2D_SHADE_1ST(uv_main), base_color, i.shadow_power, _TS_1stBorder, brightness, shadow_color); + calcShadowColor(_TS_1stColor, WF_TEX2D_SHADE_1ST(uv_main), base_color, i.shadow_power, _TS_1stBorder, _TS_Feather, brightness, shadow_color); #if !defined(_TS_STEP1_ENABLE) || defined(_TS_STEP3_ENABLE) // 2影 - calcShadowColor(_TS_2ndColor, WF_TEX2D_SHADE_2ND(uv_main), base_color, i.shadow_power, _TS_2ndBorder, brightness, shadow_color); + calcShadowColor(_TS_2ndColor, WF_TEX2D_SHADE_2ND(uv_main), base_color, i.shadow_power, _TS_2ndBorder, _TS_Feather, brightness, shadow_color); #endif #if defined(_TS_STEP3_ENABLE) // 3影 - calcShadowColor(_TS_3rdColor, WF_TEX2D_SHADE_3RD(uv_main), base_color, i.shadow_power, _TS_3rdBorder, brightness, shadow_color); + calcShadowColor(_TS_3rdColor, WF_TEX2D_SHADE_3RD(uv_main), base_color, i.shadow_power, _TS_3rdBorder, _TS_Feather, brightness, shadow_color); #endif #else // 1影まで - calcShadowColor(_TS_1stColor, WF_TEX2D_SHADE_1ST(uv_main), base_color, i.shadow_power, _TS_1stBorder, brightness, shadow_color); + calcShadowColor(_TS_1stColor, WF_TEX2D_SHADE_1ST(uv_main), base_color, i.shadow_power, _TS_1stBorder, _TS_Feather, brightness, shadow_color); if (_TS_Steps == 2 || _TS_Steps == 3) { - calcShadowColor(_TS_2ndColor, WF_TEX2D_SHADE_2ND(uv_main), base_color, i.shadow_power, _TS_2ndBorder, brightness, shadow_color); + calcShadowColor(_TS_2ndColor, WF_TEX2D_SHADE_2ND(uv_main), base_color, i.shadow_power, _TS_2ndBorder, _TS_Feather, brightness, shadow_color); } if (_TS_Steps == 3) { - calcShadowColor(_TS_3rdColor, WF_TEX2D_SHADE_3RD(uv_main), base_color, i.shadow_power, _TS_3rdBorder, brightness, shadow_color); + calcShadowColor(_TS_3rdColor, WF_TEX2D_SHADE_3RD(uv_main), base_color, i.shadow_power, _TS_3rdBorder, _TS_Feather, brightness, shadow_color); } #endif From 561766b9496dc4a2a51b091880b10d0eb9f4a296 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Wed, 8 Jun 2022 01:31:33 +0900 Subject: [PATCH 22/33] =?UTF-8?q?=5FTS=5FFeather=20=E3=81=AE=E5=88=86?= =?UTF-8?q?=E5=89=B2?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_Dictionary.cs | 5 +++- Editor/WF_MaterialConverter.cs | 24 +++++++++++++++---- Editor/WF_ShaderCustomEditor.cs | 4 ++-- ..._WF_URP_FakeFur_FurOnly_TransCutout.shader | 4 +++- ..._WF_URP_FakeFur_FurOnly_Transparent.shader | 4 +++- .../Unlit_WF_URP_FakeFur_TransCutout.shader | 4 +++- .../Unlit_WF_URP_FakeFur_Transparent.shader | 4 +++- .../Unlit_WF_URP_UnToon_Mobile_Opaque.shader | 4 +++- ...WF_URP_UnToon_Mobile_Outline_Opaque.shader | 4 +++- ...P_UnToon_Mobile_Outline_TransCutout.shader | 4 +++- ...it_WF_URP_UnToon_Mobile_TransCutout.shader | 4 +++- ...it_WF_URP_UnToon_Mobile_Transparent.shader | 4 +++- Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader | 4 +++- .../Unlit_WF_URP_UnToon_Outline_Opaque.shader | 4 +++- ...t_WF_URP_UnToon_Outline_TransCutout.shader | 4 +++- .../Unlit_WF_URP_UnToon_TransCutout.shader | 4 +++- .../Unlit_WF_URP_UnToon_Transparent.shader | 4 +++- ...nlit_WF_URP_UnToon_Transparent_Mask.shader | 4 +++- ...t_WF_URP_UnToon_Transparent_MaskOut.shader | 4 +++- Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader | 4 +++- ...nlit_WF_FakeFur_FurOnly_TransCutout.shader | 4 +++- ...nlit_WF_FakeFur_FurOnly_Transparent.shader | 4 +++- Shaders/Unlit_WF_FakeFur_Mix.shader | 4 +++- Shaders/Unlit_WF_FakeFur_TransCutout.shader | 4 +++- Shaders/Unlit_WF_FakeFur_Transparent.shader | 4 +++- ...t_WF_UnToon_Custom_ClearCoat_Opaque.shader | 4 +++- ...UnToon_Custom_ClearCoat_TransCutout.shader | 4 +++- ...UnToon_Custom_ClearCoat_Transparent.shader | 4 +++- ...t_WF_UnToon_Custom_GhostTransparent.shader | 4 +++- ...nlit_WF_UnToon_Custom_Mirror_Opaque.shader | 4 +++- ..._UnToon_Custom_OffsetOutline_Opaque.shader | 4 +++- ...Toon_Custom_PowerCap_Outline_Opaque.shader | 4 +++- ..._UnToon_Custom_Tess_PowerCap_Opaque.shader | 4 +++- Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader | 4 +++- ...lit_WF_UnToon_Mobile_Outline_Opaque.shader | 4 +++- ...F_UnToon_Mobile_Outline_TransCutout.shader | 4 +++- .../Unlit_WF_UnToon_Mobile_TransCutout.shader | 4 +++- .../Unlit_WF_UnToon_Mobile_Transparent.shader | 4 +++- Shaders/Unlit_WF_UnToon_Opaque.shader | 4 +++- Shaders/Unlit_WF_UnToon_Outline_Opaque.shader | 4 +++- ...Unlit_WF_UnToon_Outline_TransCutout.shader | 4 +++- ...Unlit_WF_UnToon_Outline_Transparent.shader | 4 +++- ..._WF_UnToon_Outline_Transparent3Pass.shader | 4 +++- ..._UnToon_Outline_Transparent_MaskOut.shader | 4 +++- ...n_Outline_Transparent_MaskOut_Blend.shader | 4 +++- .../Unlit_WF_UnToon_PowerCap_Opaque.shader | 4 +++- ...nlit_WF_UnToon_PowerCap_TransCutout.shader | 4 +++- ...nlit_WF_UnToon_PowerCap_Transparent.shader | 4 +++- ...WF_UnToon_PowerCap_Transparent3Pass.shader | 4 +++- Shaders/Unlit_WF_UnToon_Tess_Opaque.shader | 4 +++- .../Unlit_WF_UnToon_Tess_TransCutout.shader | 4 +++- .../Unlit_WF_UnToon_Tess_Transparent.shader | 4 +++- ...lit_WF_UnToon_Tess_Transparent3Pass.shader | 4 +++- Shaders/Unlit_WF_UnToon_TransCutout.shader | 4 +++- Shaders/Unlit_WF_UnToon_Transparent.shader | 4 +++- .../Unlit_WF_UnToon_Transparent3Pass.shader | 4 +++- .../Unlit_WF_UnToon_Transparent_Mask.shader | 4 +++- ...Unlit_WF_UnToon_Transparent_MaskOut.shader | 4 +++- ...WF_UnToon_Transparent_MaskOut_Blend.shader | 4 +++- ...lit_WF_UnToon_Transparent_Refracted.shader | 4 +++- .../Unlit_WF_UnToon_TriShade_Opaque.shader | 4 +++- ...nlit_WF_UnToon_TriShade_TransCutout.shader | 4 +++- ...nlit_WF_UnToon_TriShade_Transparent.shader | 4 +++- ...WF_UnToon_TriShade_Transparent3Pass.shader | 4 +++- ...WF_UnToon_TriShade_Transparent_Mask.shader | 4 +++- ...UnToon_TriShade_Transparent_MaskOut.shader | 4 +++- ..._TriShade_Transparent_MaskOut_Blend.shader | 4 +++- Shaders/WF_UnToon_Function.cginc | 12 +++++----- Shaders/WF_UnToon_Uniform.cginc | 4 +++- 69 files changed, 226 insertions(+), 79 deletions(-) diff --git a/Editor/WF_Dictionary.cs b/Editor/WF_Dictionary.cs index 58c93e68..6865f893 100644 --- a/Editor/WF_Dictionary.cs +++ b/Editor/WF_Dictionary.cs @@ -314,7 +314,9 @@ internal static class WFShaderDictionary new WFI18NTranslation("SH", "1st Border", "1影の境界位置"), new WFI18NTranslation("SH", "2nd Border", "2影の境界位置"), new WFI18NTranslation("SH", "3rd Border", "3影の境界位置"), - new WFI18NTranslation("SH", "Feather", "境界のぼかし強度"), + new WFI18NTranslation("SH", "1st Feather", "1影の境界ぼかし強度"), + new WFI18NTranslation("SH", "2nd Feather", "2影の境界ぼかし強度"), + new WFI18NTranslation("SH", "3rd Feather", "3影の境界ぼかし強度"), new WFI18NTranslation("SH", "Anti-Shadow Mask Texture", "アンチシャドウマスク"), new WFI18NTranslation("SH", "Anti-Shadow Mask Texture (R)", "アンチシャドウマスク (R)"), new WFI18NTranslation("SH", "Shade Color Suggest", "影色を自動設定する"), @@ -476,6 +478,7 @@ internal static class WFShaderDictionary new WFI18NTranslation("NM", "2nd Bump Scale", "凹凸スケール"), new WFI18NTranslation("NM", "2nd NormalMap Mask Texture", "2ndノーマルのマスク"), new WFI18NTranslation("NM", "2nd NormalMap Mask Texture (R)", "2ndノーマルのマスク (R)"), + new WFI18NTranslation("SH", "Feather", "境界のぼかし強度"), }; diff --git a/Editor/WF_MaterialConverter.cs b/Editor/WF_MaterialConverter.cs index 7a9209be..54810eee 100644 --- a/Editor/WF_MaterialConverter.cs +++ b/Editor/WF_MaterialConverter.cs @@ -694,6 +694,7 @@ protected override bool Validate(Material mat) new PropertyNameReplacement("_NM_2ndUVType", "_NS_UVType"), new PropertyNameReplacement("_NM_2ndMaskTex", "_NS_2ndMaskTex"), new PropertyNameReplacement("_NM_InvMaskVal", "_NS_InvMaskVal"), + new PropertyNameReplacement("_TS_Feather", "_TS_1stFeather"), // 1stに名称変更して、2ndと3rdのコピーは別途行う // new OldPropertyReplacement("_FurVector", "_FR_Vector"), // FurVectorの値は再設定が必要なので変換しない }; @@ -727,6 +728,14 @@ protected static int GetIntOrDefault(Material mat, string name, int _default = d return _default; } + protected static void CopyFloatValue(Material mat, string from, string to) + { + if (mat.HasProperty(from) && mat.HasProperty(to)) + { + mat.SetFloat(to, mat.GetFloat(from)); + } + } + protected static List> CreateConverterList() { return new List>() @@ -744,13 +753,10 @@ protected static List> CreateConverterList() foreach(var propName in ctx.oldProps.Keys) { if (WFCommonUtility.FormatPropName(propName, out var label, out var name)) { - if (name == "BlendNormal" && ctx.target.HasProperty(propName)) + if (name == "BlendNormal") { var propName2 = propName.Replace("_BlendNormal", "_BlendNormal2"); - if (ctx.target.HasProperty(propName2)) - { - ctx.target.SetFloat(propName2, ctx.target.GetFloat(propName)); - } + CopyFloatValue(ctx.target, propName, propName2); } } } @@ -761,6 +767,14 @@ protected static List> CreateConverterList() } } }, + ctx => { + // _TS_Featherありの状態から_TS_1stFeatherに変更されたならば、 + if (HasCustomValue(ctx, "_TS_Feather") && HasCustomValue(ctx, "_TS_1stFeather")) + { + CopyFloatValue(ctx.target, "_TS_1stFeather", "_TS_2ndFeather"); + CopyFloatValue(ctx.target, "_TS_1stFeather", "_TS_3rdFeather"); + } + }, ctx => { // シェーダキーワードを整理 WFCommonUtility.SetupShaderKeyword(ctx.target); diff --git a/Editor/WF_ShaderCustomEditor.cs b/Editor/WF_ShaderCustomEditor.cs index 9bff657c..c7653717 100644 --- a/Editor/WF_ShaderCustomEditor.cs +++ b/Editor/WF_ShaderCustomEditor.cs @@ -51,8 +51,8 @@ public class ShaderCustomEditor : ShaderGUI } , null), // 条件付きHide - new ConditionVisiblePropertyHook("_TS_2ndColor|_TS_2ndBorder", ctx => IsAnyIntValue(ctx, "_TS_Steps", p => p == 0 || 2 <= p)), - new ConditionVisiblePropertyHook("_TS_3rdColor|_TS_3rdBorder", ctx => IsAnyIntValue(ctx, "_TS_Steps", p => 3 <= p)), + new ConditionVisiblePropertyHook("_TS_2ndColor|_TS_2ndBorder|_TS_2ndFeather", ctx => IsAnyIntValue(ctx, "_TS_Steps", p => p == 0 || 2 <= p)), + new ConditionVisiblePropertyHook("_TS_3rdColor|_TS_3rdBorder|_TS_3rdFeather", ctx => IsAnyIntValue(ctx, "_TS_Steps", p => 3 <= p)), new ConditionVisiblePropertyHook("_OL_CustomParam1", ctx => IsAnyIntValue(ctx, "_OL_UVType", p => p == 3)), // ANGEL_RING new ConditionVisiblePropertyHook("_HL_MedianColor(_[0-9]+)?", ctx => IsAnyIntValue(ctx, ctx.current.name.Replace("_MedianColor", "_CapType"), p => p == 0)), // MEDIAN_CAP new ConditionVisiblePropertyHook("_.+_BlendNormal(_.+)?", ctx => IsAnyIntValue(ctx, "_NM_Enable", p => p != 0)), diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader index a0d0a7ef..a82bd899 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader @@ -83,7 +83,9 @@ Shader "UnlitWF_URP/WF_FakeFur_FurOnly_TransCutout" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader index aa18aa4f..87eb64e9 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader @@ -80,7 +80,9 @@ Shader "UnlitWF_URP/WF_FakeFur_FurOnly_Transparent" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader index f9b588c3..c1d667f8 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader @@ -120,7 +120,9 @@ Shader "UnlitWF_URP/WF_FakeFur_TransCutout" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader index a2203d0a..543eae6c 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader @@ -117,7 +117,9 @@ Shader "UnlitWF_URP/WF_FakeFur_Transparent" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader index 9d0844b1..6fe948b7 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader @@ -100,7 +100,9 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader index 96a6989a..471b607a 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader @@ -113,7 +113,9 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader index 9c8bdc22..6623c7bb 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader @@ -115,7 +115,9 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader index 20b75d01..278bcec7 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader @@ -100,7 +100,9 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader index 4f3f2bcc..29c85111 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader @@ -103,7 +103,9 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader index ea7fbb6d..7ddd3274 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader @@ -201,7 +201,9 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader index 5ff13eb9..44e63078 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader @@ -218,7 +218,9 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader index 04bd3dd0..615c27b4 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader @@ -230,7 +230,9 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader index d4013534..f03aa404 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader @@ -213,7 +213,9 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader index acbefbee..80212008 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader @@ -220,7 +220,9 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader index 7aec870f..4efe65c9 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader @@ -224,7 +224,9 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader index b7515907..97282cd8 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader @@ -224,7 +224,9 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader index c4a8a790..84d736e3 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader @@ -87,7 +87,9 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Mix" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader index 3a00c573..751312fe 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader @@ -83,7 +83,9 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_TransCutout" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader index c045b06e..e47192ce 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader @@ -80,7 +80,9 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Transparent" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} diff --git a/Shaders/Unlit_WF_FakeFur_Mix.shader b/Shaders/Unlit_WF_FakeFur_Mix.shader index d6414a4b..77794e19 100644 --- a/Shaders/Unlit_WF_FakeFur_Mix.shader +++ b/Shaders/Unlit_WF_FakeFur_Mix.shader @@ -120,7 +120,9 @@ Shader "UnlitWF/WF_FakeFur_Mix" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} diff --git a/Shaders/Unlit_WF_FakeFur_TransCutout.shader b/Shaders/Unlit_WF_FakeFur_TransCutout.shader index 447c7266..b0727560 100644 --- a/Shaders/Unlit_WF_FakeFur_TransCutout.shader +++ b/Shaders/Unlit_WF_FakeFur_TransCutout.shader @@ -116,7 +116,9 @@ Shader "UnlitWF/WF_FakeFur_TransCutout" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} diff --git a/Shaders/Unlit_WF_FakeFur_Transparent.shader b/Shaders/Unlit_WF_FakeFur_Transparent.shader index 8cfd1133..60033e31 100644 --- a/Shaders/Unlit_WF_FakeFur_Transparent.shader +++ b/Shaders/Unlit_WF_FakeFur_Transparent.shader @@ -113,7 +113,9 @@ Shader "UnlitWF/WF_FakeFur_Transparent" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader index b0d27f9f..17ba4428 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader @@ -210,7 +210,9 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader index c7bf3323..23165dd6 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader @@ -222,7 +222,9 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader index e692b8ef..c6428618 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader @@ -225,7 +225,9 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader index f9890fa5..db153b64 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader @@ -188,7 +188,9 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader index 1875deb5..b92623c0 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader @@ -206,7 +206,9 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader index f13960cf..a2b43eb3 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader @@ -219,7 +219,9 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader index 467cfbd2..112de27f 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader @@ -263,7 +263,9 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_PowerCap_Outline_Opaque" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader index f2c694ba..a110b431 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader @@ -282,7 +282,9 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader index bff1f7fa..e77905d3 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader @@ -100,7 +100,9 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader index 0f8342cd..d8adc98b 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader @@ -115,7 +115,9 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader index 879caf77..b2a1a662 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader @@ -115,7 +115,9 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader index 15bc6dee..6ce9ff3f 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader @@ -100,7 +100,9 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader index 56d3429b..157d280a 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader @@ -103,7 +103,9 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] diff --git a/Shaders/Unlit_WF_UnToon_Opaque.shader b/Shaders/Unlit_WF_UnToon_Opaque.shader index 5b33118a..5b8803f3 100644 --- a/Shaders/Unlit_WF_UnToon_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Opaque.shader @@ -201,7 +201,9 @@ Shader "UnlitWF/WF_UnToon_Opaque" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader index cd8c0c8e..ec89e791 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader @@ -218,7 +218,9 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader index 064f39df..c8947898 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader @@ -230,7 +230,9 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader index f1ea6833..5bf57fc8 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader @@ -235,7 +235,9 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader index e56bdb51..dfed4e96 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader @@ -238,7 +238,9 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader index 7f5a5200..bdfe0acb 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader @@ -239,7 +239,9 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader index 314338b0..3bef428f 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader @@ -240,7 +240,9 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader index e005280b..8d12ce05 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader @@ -246,7 +246,9 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader index c41bf077..d95a5514 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader @@ -258,7 +258,9 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader index 13076fd0..178f5c8a 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader @@ -273,7 +273,9 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader index c3ee4170..09276b96 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader @@ -274,7 +274,9 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader index 8863ce56..7d8838eb 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader @@ -228,7 +228,9 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader index df82091d..cea02a81 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader @@ -240,7 +240,9 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader index 93c48808..33997dc0 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader @@ -230,7 +230,9 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader index b623b9c9..9702cea0 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader @@ -248,7 +248,9 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TransCutout.shader index f9dd66a7..1f5d8a69 100644 --- a/Shaders/Unlit_WF_UnToon_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TransCutout.shader @@ -213,7 +213,9 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Transparent.shader b/Shaders/Unlit_WF_UnToon_Transparent.shader index 8b7cedba..ee95c62c 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent.shader @@ -218,7 +218,9 @@ Shader "UnlitWF/WF_UnToon_Transparent" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader index d913bb8d..4107aad4 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader @@ -219,7 +219,9 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader index c8c596fc..6fa9418a 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader @@ -222,7 +222,9 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader index 3e2bd3a8..43d3940e 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader @@ -222,7 +222,9 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader index fa2158c0..95fb1009 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader @@ -223,7 +223,9 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader b/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader index f67fa11e..99dd60aa 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader @@ -226,7 +226,9 @@ Shader "UnlitWF/WF_UnToon_Transparent_Refracted" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader index 2e567b98..a3ce460f 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader @@ -171,7 +171,9 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Opaque" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader index 793a29d2..49d389eb 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader @@ -183,7 +183,9 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader index 3389ce54..87c12bc2 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader @@ -186,7 +186,9 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader index f1c52321..6abafccd 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader @@ -189,7 +189,9 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader index 76090805..4c2049ea 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader @@ -173,7 +173,9 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader index a8ed4640..35d7ff4c 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader @@ -190,7 +190,9 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader index 44f0712e..ef44bf4a 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader @@ -191,7 +191,9 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] diff --git a/Shaders/WF_UnToon_Function.cginc b/Shaders/WF_UnToon_Function.cginc index 56e3e067..ed1342f3 100644 --- a/Shaders/WF_UnToon_Function.cginc +++ b/Shaders/WF_UnToon_Function.cginc @@ -979,25 +979,25 @@ FEATURE_TGL_ON_BEGIN(_TS_Enable) #ifndef _WF_LEGACY_FEATURE_SWITCH // 1影 - calcShadowColor(_TS_1stColor, WF_TEX2D_SHADE_1ST(uv_main), base_color, i.shadow_power, _TS_1stBorder, _TS_Feather, brightness, shadow_color); + calcShadowColor(_TS_1stColor, WF_TEX2D_SHADE_1ST(uv_main), base_color, i.shadow_power, _TS_1stBorder, _TS_1stFeather, brightness, shadow_color); #if !defined(_TS_STEP1_ENABLE) || defined(_TS_STEP3_ENABLE) // 2影 - calcShadowColor(_TS_2ndColor, WF_TEX2D_SHADE_2ND(uv_main), base_color, i.shadow_power, _TS_2ndBorder, _TS_Feather, brightness, shadow_color); + calcShadowColor(_TS_2ndColor, WF_TEX2D_SHADE_2ND(uv_main), base_color, i.shadow_power, _TS_2ndBorder, _TS_2ndFeather, brightness, shadow_color); #endif #if defined(_TS_STEP3_ENABLE) // 3影 - calcShadowColor(_TS_3rdColor, WF_TEX2D_SHADE_3RD(uv_main), base_color, i.shadow_power, _TS_3rdBorder, _TS_Feather, brightness, shadow_color); + calcShadowColor(_TS_3rdColor, WF_TEX2D_SHADE_3RD(uv_main), base_color, i.shadow_power, _TS_3rdBorder, _TS_3rdFeather, brightness, shadow_color); #endif #else // 1影まで - calcShadowColor(_TS_1stColor, WF_TEX2D_SHADE_1ST(uv_main), base_color, i.shadow_power, _TS_1stBorder, _TS_Feather, brightness, shadow_color); + calcShadowColor(_TS_1stColor, WF_TEX2D_SHADE_1ST(uv_main), base_color, i.shadow_power, _TS_1stBorder, _TS_1stFeather, brightness, shadow_color); if (_TS_Steps == 2 || _TS_Steps == 3) { - calcShadowColor(_TS_2ndColor, WF_TEX2D_SHADE_2ND(uv_main), base_color, i.shadow_power, _TS_2ndBorder, _TS_Feather, brightness, shadow_color); + calcShadowColor(_TS_2ndColor, WF_TEX2D_SHADE_2ND(uv_main), base_color, i.shadow_power, _TS_2ndBorder, _TS_2ndFeather, brightness, shadow_color); } if (_TS_Steps == 3) { - calcShadowColor(_TS_3rdColor, WF_TEX2D_SHADE_3RD(uv_main), base_color, i.shadow_power, _TS_3rdBorder, _TS_Feather, brightness, shadow_color); + calcShadowColor(_TS_3rdColor, WF_TEX2D_SHADE_3RD(uv_main), base_color, i.shadow_power, _TS_3rdBorder, _TS_3rdFeather, brightness, shadow_color); } #endif diff --git a/Shaders/WF_UnToon_Uniform.cginc b/Shaders/WF_UnToon_Uniform.cginc index b868c2a8..07996b1c 100644 --- a/Shaders/WF_UnToon_Uniform.cginc +++ b/Shaders/WF_UnToon_Uniform.cginc @@ -258,7 +258,9 @@ float _TS_1stBorder; float _TS_2ndBorder; float _TS_3rdBorder; - float _TS_Feather; + float _TS_1stFeather; + float _TS_2ndFeather; + float _TS_3rdFeather; float _TS_BlendNormal; float _TS_BlendNormal2; float _TS_InvMaskVal; From 150da7b97eeb92b37df125822c03cd5cf2b3a3c6 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Wed, 8 Jun 2022 01:38:08 +0900 Subject: [PATCH 23/33] =?UTF-8?q?FakeFur=20=E3=81=AB=E3=81=AF=20BlendNorma?= =?UTF-8?q?l=20=E3=81=8C=E4=B8=8D=E8=A6=81=E3=81=A0=E3=81=A3=E3=81=9F?= =?UTF-8?q?=E3=81=AE=E3=81=A7=E5=89=8A=E9=99=A4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader | 1 - Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader | 1 - Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader | 4 ---- Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader | 4 ---- Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader | 1 - Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader | 1 - Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader | 1 - Shaders/Unlit_WF_FakeFur_Mix.shader | 4 ---- Shaders/Unlit_WF_FakeFur_TransCutout.shader | 4 ---- Shaders/Unlit_WF_FakeFur_Transparent.shader | 4 ---- 10 files changed, 25 deletions(-) diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader index a82bd899..642eb763 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader @@ -86,7 +86,6 @@ Shader "UnlitWF_URP/WF_FakeFur_FurOnly_TransCutout" { _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader index 87eb64e9..edb2b238 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader @@ -83,7 +83,6 @@ Shader "UnlitWF_URP/WF_FakeFur_FurOnly_Transparent" { _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader index c1d667f8..f72fe385 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader @@ -69,7 +69,6 @@ Shader "UnlitWF_URP/WF_FakeFur_TransCutout" { _HL_MatcapTex ("[HL] Matcap Sampler", 2D) = "gray" {} _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 - _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -87,7 +86,6 @@ Shader "UnlitWF_URP/WF_FakeFur_TransCutout" { _HL_MatcapTex_1 ("[HA] Matcap Sampler", 2D) = "gray" {} _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 - _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -123,7 +121,6 @@ Shader "UnlitWF_URP/WF_FakeFur_TransCutout" { _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -138,7 +135,6 @@ Shader "UnlitWF_URP/WF_FakeFur_TransCutout" { _TR_BlendType ("[RM] Blend Type", Float) = 0 _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 - _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader index 543eae6c..2b9e67ab 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader @@ -66,7 +66,6 @@ Shader "UnlitWF_URP/WF_FakeFur_Transparent" { _HL_MatcapTex ("[HL] Matcap Sampler", 2D) = "gray" {} _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 - _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] @@ -84,7 +83,6 @@ Shader "UnlitWF_URP/WF_FakeFur_Transparent" { _HL_MatcapTex_1 ("[HA] Matcap Sampler", 2D) = "gray" {} _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 - _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} [Toggle(_)] @@ -120,7 +118,6 @@ Shader "UnlitWF_URP/WF_FakeFur_Transparent" { _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -135,7 +132,6 @@ Shader "UnlitWF_URP/WF_FakeFur_Transparent" { _TR_BlendType ("[RM] Blend Type", Float) = 0 _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 - _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader index 84d736e3..0d26dcf6 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader @@ -90,7 +90,6 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Mix" { _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader index 751312fe..f3d6cf07 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader @@ -86,7 +86,6 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_TransCutout" { _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader index e47192ce..d60e2dd2 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader @@ -83,7 +83,6 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Transparent" { _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] diff --git a/Shaders/Unlit_WF_FakeFur_Mix.shader b/Shaders/Unlit_WF_FakeFur_Mix.shader index 77794e19..3bb007ad 100644 --- a/Shaders/Unlit_WF_FakeFur_Mix.shader +++ b/Shaders/Unlit_WF_FakeFur_Mix.shader @@ -73,7 +73,6 @@ Shader "UnlitWF/WF_FakeFur_Mix" { _HL_MatcapTex ("[HL] Matcap Sampler", 2D) = "gray" {} _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 - _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 _HL_Parallax ("[HL] Parallax", Range(0, 1)) = 0.75 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} @@ -89,7 +88,6 @@ Shader "UnlitWF/WF_FakeFur_Mix" { _HL_MatcapTex_1 ("[HA] Matcap Sampler", 2D) = "gray" {} _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 - _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 _HL_Parallax_1 ("[HA] Parallax", Range(0, 1)) = 0.75 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} @@ -123,7 +121,6 @@ Shader "UnlitWF/WF_FakeFur_Mix" { _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -138,7 +135,6 @@ Shader "UnlitWF/WF_FakeFur_Mix" { _TR_BlendType ("[RM] Blend Type", Float) = 0 _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 - _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] diff --git a/Shaders/Unlit_WF_FakeFur_TransCutout.shader b/Shaders/Unlit_WF_FakeFur_TransCutout.shader index b0727560..900ff6ec 100644 --- a/Shaders/Unlit_WF_FakeFur_TransCutout.shader +++ b/Shaders/Unlit_WF_FakeFur_TransCutout.shader @@ -69,7 +69,6 @@ Shader "UnlitWF/WF_FakeFur_TransCutout" { _HL_MatcapTex ("[HL] Matcap Sampler", 2D) = "gray" {} _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 - _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 _HL_Parallax ("[HL] Parallax", Range(0, 1)) = 0.75 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} @@ -85,7 +84,6 @@ Shader "UnlitWF/WF_FakeFur_TransCutout" { _HL_MatcapTex_1 ("[HA] Matcap Sampler", 2D) = "gray" {} _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 - _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 _HL_Parallax_1 ("[HA] Parallax", Range(0, 1)) = 0.75 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} @@ -119,7 +117,6 @@ Shader "UnlitWF/WF_FakeFur_TransCutout" { _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -134,7 +131,6 @@ Shader "UnlitWF/WF_FakeFur_TransCutout" { _TR_BlendType ("[RM] Blend Type", Float) = 0 _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 - _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] diff --git a/Shaders/Unlit_WF_FakeFur_Transparent.shader b/Shaders/Unlit_WF_FakeFur_Transparent.shader index 60033e31..6b2b5174 100644 --- a/Shaders/Unlit_WF_FakeFur_Transparent.shader +++ b/Shaders/Unlit_WF_FakeFur_Transparent.shader @@ -66,7 +66,6 @@ Shader "UnlitWF/WF_FakeFur_Transparent" { _HL_MatcapTex ("[HL] Matcap Sampler", 2D) = "gray" {} _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 - _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 _HL_Parallax ("[HL] Parallax", Range(0, 1)) = 0.75 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture (RGB)", 2D) = "white" {} @@ -82,7 +81,6 @@ Shader "UnlitWF/WF_FakeFur_Transparent" { _HL_MatcapTex_1 ("[HA] Matcap Sampler", 2D) = "gray" {} _HL_MedianColor_1 ("[HA] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power_1 ("[HA] Power", Range(0, 2)) = 1 - _HL_BlendNormal_1 ("[HA] Blend Normal", Range(0, 1)) = 0.1 _HL_Parallax_1 ("[HA] Parallax", Range(0, 1)) = 0.75 [NoScaleOffset] _HL_MaskTex_1 ("[HA] Mask Texture", 2D) = "white" {} @@ -116,7 +114,6 @@ Shader "UnlitWF/WF_FakeFur_Transparent" { _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] @@ -131,7 +128,6 @@ Shader "UnlitWF/WF_FakeFur_Transparent" { _TR_BlendType ("[RM] Blend Type", Float) = 0 _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 - _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture (RGB)", 2D) = "white" {} [Toggle(_)] From 2d42da393c2c860c2ad33871184f2c45ab7e454d Mon Sep 17 00:00:00 2001 From: whiteflare Date: Wed, 8 Jun 2022 02:00:34 +0900 Subject: [PATCH 24/33] =?UTF-8?q?=5FTS=5F1stFeather=20=E3=81=AE=E7=9B=B4?= =?UTF-8?q?=E5=89=8D=E3=81=AB=20APPLY=20=E3=83=9C=E3=82=BF=E3=83=B3?= =?UTF-8?q?=E3=82=92=E9=85=8D=E7=BD=AE?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_ShaderCustomEditor.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Editor/WF_ShaderCustomEditor.cs b/Editor/WF_ShaderCustomEditor.cs index c7653717..88f1353b 100644 --- a/Editor/WF_ShaderCustomEditor.cs +++ b/Editor/WF_ShaderCustomEditor.cs @@ -40,7 +40,7 @@ public class ShaderCustomEditor : ShaderGUI } } , null), // _TS_Feather の直前に設定ボタンを追加する - new CustomPropertyHook("_TS_Feather", ctx => { + new CustomPropertyHook("_TS_Feather|_TS_1stFeather", ctx => { if (GetShadowStepsFromMaterial(WFCommonUtility.AsMaterials(ctx.editor.targets)) < 2) { return; } From abd3588d70e118f1fda3089dde0720bbc7091129 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Wed, 8 Jun 2022 02:01:21 +0900 Subject: [PATCH 25/33] =?UTF-8?q?ToonShade=20Advance=20=E3=81=AB=E3=81=BE?= =?UTF-8?q?=E3=81=A8=E3=82=81=E3=82=8B?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader | 9 +++++---- .../Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader | 9 +++++---- Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader | 9 +++++---- Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader | 9 +++++---- .../URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader | 11 ++++++----- ...Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader | 9 +++++---- ..._WF_URP_UnToon_Mobile_Outline_TransCutout.shader | 9 +++++---- .../Unlit_WF_URP_UnToon_Mobile_TransCutout.shader | 9 +++++---- .../Unlit_WF_URP_UnToon_Mobile_Transparent.shader | 9 +++++---- Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader | 13 +++++++------ .../URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader | 13 +++++++------ .../Unlit_WF_URP_UnToon_Outline_TransCutout.shader | 13 +++++++------ Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader | 13 +++++++------ Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader | 13 +++++++------ .../URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader | 13 +++++++------ .../Unlit_WF_URP_UnToon_Transparent_MaskOut.shader | 13 +++++++------ Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader | 9 +++++---- Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader | 9 +++++---- Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader | 9 +++++---- Shaders/Unlit_WF_FakeFur_Mix.shader | 9 +++++---- Shaders/Unlit_WF_FakeFur_TransCutout.shader | 9 +++++---- Shaders/Unlit_WF_FakeFur_Transparent.shader | 9 +++++---- .../Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader | 13 +++++++------ ...it_WF_UnToon_Custom_ClearCoat_TransCutout.shader | 13 +++++++------ ...it_WF_UnToon_Custom_ClearCoat_Transparent.shader | 13 +++++++------ .../Unlit_WF_UnToon_Custom_GhostTransparent.shader | 13 +++++++------ Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader | 13 +++++++------ ...lit_WF_UnToon_Custom_OffsetOutline_Opaque.shader | 13 +++++++------ ..._WF_UnToon_Custom_PowerCap_Outline_Opaque.shader | 13 +++++++------ ...lit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader | 13 +++++++------ Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader | 11 ++++++----- .../Unlit_WF_UnToon_Mobile_Outline_Opaque.shader | 11 ++++++----- ...nlit_WF_UnToon_Mobile_Outline_TransCutout.shader | 9 +++++---- Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader | 9 +++++---- Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader | 9 +++++---- Shaders/Unlit_WF_UnToon_Opaque.shader | 13 +++++++------ Shaders/Unlit_WF_UnToon_Outline_Opaque.shader | 13 +++++++------ Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader | 13 +++++++------ Shaders/Unlit_WF_UnToon_Outline_Transparent.shader | 13 +++++++------ .../Unlit_WF_UnToon_Outline_Transparent3Pass.shader | 13 +++++++------ ...lit_WF_UnToon_Outline_Transparent_MaskOut.shader | 13 +++++++------ ..._UnToon_Outline_Transparent_MaskOut_Blend.shader | 13 +++++++------ Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader | 13 +++++++------ Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader | 13 +++++++------ Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader | 13 +++++++------ ...Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader | 13 +++++++------ Shaders/Unlit_WF_UnToon_Tess_Opaque.shader | 13 +++++++------ Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader | 13 +++++++------ Shaders/Unlit_WF_UnToon_Tess_Transparent.shader | 13 +++++++------ .../Unlit_WF_UnToon_Tess_Transparent3Pass.shader | 13 +++++++------ Shaders/Unlit_WF_UnToon_TransCutout.shader | 13 +++++++------ Shaders/Unlit_WF_UnToon_Transparent.shader | 13 +++++++------ Shaders/Unlit_WF_UnToon_Transparent3Pass.shader | 13 +++++++------ Shaders/Unlit_WF_UnToon_Transparent_Mask.shader | 13 +++++++------ Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader | 13 +++++++------ ...Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader | 13 +++++++------ .../Unlit_WF_UnToon_Transparent_Refracted.shader | 13 +++++++------ Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader | 13 +++++++------ Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader | 13 +++++++------ Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader | 13 +++++++------ ...Unlit_WF_UnToon_TriShade_Transparent3Pass.shader | 13 +++++++------ ...Unlit_WF_UnToon_TriShade_Transparent_Mask.shader | 13 +++++++------ ...it_WF_UnToon_TriShade_Transparent_MaskOut.shader | 13 +++++++------ ...UnToon_TriShade_Transparent_MaskOut_Blend.shader | 13 +++++++------ 64 files changed, 411 insertions(+), 347 deletions(-) diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader index 642eb763..c8816984 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader @@ -80,16 +80,17 @@ Shader "UnlitWF_URP/WF_FakeFur_FurOnly_TransCutout" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 + [NoScaleOffset] + _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} + [Toggle(_)] + _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - [NoScaleOffset] - _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} - [Toggle(_)] - _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 // Lit [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader index edb2b238..0fbea855 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader @@ -77,16 +77,17 @@ Shader "UnlitWF_URP/WF_FakeFur_FurOnly_Transparent" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 + [NoScaleOffset] + _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} + [Toggle(_)] + _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - [NoScaleOffset] - _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} - [Toggle(_)] - _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 // Lit [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader index f72fe385..1f6a92de 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader @@ -115,16 +115,17 @@ Shader "UnlitWF_URP/WF_FakeFur_TransCutout" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 + [NoScaleOffset] + _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} + [Toggle(_)] + _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - [NoScaleOffset] - _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} - [Toggle(_)] - _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader index 2b9e67ab..6e0821c2 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader @@ -112,16 +112,17 @@ Shader "UnlitWF_URP/WF_FakeFur_Transparent" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 + [NoScaleOffset] + _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} + [Toggle(_)] + _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - [NoScaleOffset] - _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} - [Toggle(_)] - _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader index 6fe948b7..f9d303a7 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader @@ -97,17 +97,18 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 + _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + [NoScaleOffset] + _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} + [Toggle(_)] + _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 - [NoScaleOffset] - _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} - [Toggle(_)] - _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader index 471b607a..de6b91a7 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader @@ -110,16 +110,17 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 + [NoScaleOffset] + _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} + [Toggle(_)] + _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - [NoScaleOffset] - _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} - [Toggle(_)] - _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader index 6623c7bb..7bacdd8c 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader @@ -112,16 +112,17 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 + [NoScaleOffset] + _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} + [Toggle(_)] + _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - [NoScaleOffset] - _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} - [Toggle(_)] - _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader index 278bcec7..00ed97e7 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader @@ -97,16 +97,17 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 + [NoScaleOffset] + _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} + [Toggle(_)] + _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - [NoScaleOffset] - _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} - [Toggle(_)] - _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader index 29c85111..0d8adb13 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader @@ -100,16 +100,17 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 + [NoScaleOffset] + _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} + [Toggle(_)] + _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - [NoScaleOffset] - _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} - [Toggle(_)] - _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader index 7ddd3274..8b1040b7 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader @@ -198,18 +198,19 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader index 44e63078..2c48828a 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader @@ -215,18 +215,19 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader index 615c27b4..58c6a2f9 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader @@ -227,18 +227,19 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader index f03aa404..2c22c74a 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader @@ -210,18 +210,19 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader index 80212008..896ff151 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader @@ -217,18 +217,19 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader index 4efe65c9..7bc8f8d6 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader @@ -221,18 +221,19 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader index 97282cd8..c754ba6e 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader @@ -221,18 +221,19 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader index 0d26dcf6..e9eba430 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader @@ -84,16 +84,17 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Mix" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 + [NoScaleOffset] + _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} + [Toggle(_)] + _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - [NoScaleOffset] - _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} - [Toggle(_)] - _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 // Distance Fade [WFHeaderToggle(Distance Fade)] diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader index f3d6cf07..c112aa0c 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader @@ -80,16 +80,17 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_TransCutout" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 + [NoScaleOffset] + _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} + [Toggle(_)] + _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - [NoScaleOffset] - _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} - [Toggle(_)] - _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 // Distance Fade [WFHeaderToggle(Distance Fade)] diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader index d60e2dd2..159c27b4 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader @@ -77,16 +77,17 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Transparent" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 + [NoScaleOffset] + _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} + [Toggle(_)] + _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - [NoScaleOffset] - _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} - [Toggle(_)] - _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 // Distance Fade [WFHeaderToggle(Distance Fade)] diff --git a/Shaders/Unlit_WF_FakeFur_Mix.shader b/Shaders/Unlit_WF_FakeFur_Mix.shader index 3bb007ad..4fca3fd4 100644 --- a/Shaders/Unlit_WF_FakeFur_Mix.shader +++ b/Shaders/Unlit_WF_FakeFur_Mix.shader @@ -115,16 +115,17 @@ Shader "UnlitWF/WF_FakeFur_Mix" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 + [NoScaleOffset] + _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} + [Toggle(_)] + _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - [NoScaleOffset] - _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} - [Toggle(_)] - _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_FakeFur_TransCutout.shader b/Shaders/Unlit_WF_FakeFur_TransCutout.shader index 900ff6ec..70796ee6 100644 --- a/Shaders/Unlit_WF_FakeFur_TransCutout.shader +++ b/Shaders/Unlit_WF_FakeFur_TransCutout.shader @@ -111,16 +111,17 @@ Shader "UnlitWF/WF_FakeFur_TransCutout" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 + [NoScaleOffset] + _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} + [Toggle(_)] + _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - [NoScaleOffset] - _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} - [Toggle(_)] - _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_FakeFur_Transparent.shader b/Shaders/Unlit_WF_FakeFur_Transparent.shader index 6b2b5174..615af48c 100644 --- a/Shaders/Unlit_WF_FakeFur_Transparent.shader +++ b/Shaders/Unlit_WF_FakeFur_Transparent.shader @@ -108,16 +108,17 @@ Shader "UnlitWF/WF_FakeFur_Transparent" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 + [NoScaleOffset] + _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} + [Toggle(_)] + _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - [NoScaleOffset] - _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} - [Toggle(_)] - _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader index 17ba4428..d8b672c0 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader @@ -207,18 +207,19 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader index 23165dd6..46ac44b1 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader @@ -219,18 +219,19 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader index c6428618..2b3cec54 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader @@ -222,18 +222,19 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader index db153b64..10d14c8b 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader @@ -185,18 +185,19 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader index b92623c0..eb2ebddc 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader @@ -203,18 +203,19 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader index a2b43eb3..3d1e58b4 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader @@ -216,18 +216,19 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader index 112de27f..9a80afa0 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader @@ -260,18 +260,19 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_PowerCap_Outline_Opaque" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader index a110b431..b4023dd0 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader @@ -279,18 +279,19 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader index e77905d3..5e700078 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader @@ -97,17 +97,18 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 + _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + [NoScaleOffset] + _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} + [Toggle(_)] + _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 - [NoScaleOffset] - _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} - [Toggle(_)] - _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader index d8adc98b..c98fc232 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader @@ -112,17 +112,18 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 + _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 + [NoScaleOffset] + _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} + [Toggle(_)] + _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 - [NoScaleOffset] - _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} - [Toggle(_)] - _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader index b2a1a662..87082aba 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader @@ -112,16 +112,17 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 + [NoScaleOffset] + _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} + [Toggle(_)] + _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - [NoScaleOffset] - _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} - [Toggle(_)] - _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader index 6ce9ff3f..facca23b 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader @@ -97,16 +97,17 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 + [NoScaleOffset] + _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} + [Toggle(_)] + _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - [NoScaleOffset] - _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} - [Toggle(_)] - _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader index 157d280a..e357ee72 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader @@ -100,16 +100,17 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 + [NoScaleOffset] + _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} + [Toggle(_)] + _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 - [NoScaleOffset] - _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} - [Toggle(_)] - _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Opaque.shader b/Shaders/Unlit_WF_UnToon_Opaque.shader index 5b8803f3..978e5388 100644 --- a/Shaders/Unlit_WF_UnToon_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Opaque.shader @@ -198,18 +198,19 @@ Shader "UnlitWF/WF_UnToon_Opaque" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader index ec89e791..64c098b5 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader @@ -215,18 +215,19 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader index c8947898..719bebdc 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader @@ -227,18 +227,19 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader index 5bf57fc8..fc9b3bf3 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader @@ -232,18 +232,19 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader index dfed4e96..2266f49b 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader @@ -235,18 +235,19 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader index bdfe0acb..25484fac 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader @@ -236,18 +236,19 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader index 3bef428f..944ce05f 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader @@ -237,18 +237,19 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader index 8d12ce05..51e5a3a9 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader @@ -243,18 +243,19 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader index d95a5514..2cc606c5 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader @@ -255,18 +255,19 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader index 178f5c8a..9839d567 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader @@ -270,18 +270,19 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader index 09276b96..e03d666a 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader @@ -271,18 +271,19 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader index 7d8838eb..1a0cdec4 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader @@ -225,18 +225,19 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader index cea02a81..4d6a5251 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader @@ -237,18 +237,19 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader index 33997dc0..089ad26d 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader @@ -227,18 +227,19 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader index 9702cea0..74e5bc4f 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader @@ -245,18 +245,19 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TransCutout.shader index 1f5d8a69..46bf26c4 100644 --- a/Shaders/Unlit_WF_UnToon_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TransCutout.shader @@ -210,18 +210,19 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent.shader b/Shaders/Unlit_WF_UnToon_Transparent.shader index ee95c62c..ee89837b 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent.shader @@ -215,18 +215,19 @@ Shader "UnlitWF/WF_UnToon_Transparent" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader index 4107aad4..3e15fb0f 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader @@ -216,18 +216,19 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader index 6fa9418a..779e5d3e 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader @@ -219,18 +219,19 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader index 43d3940e..46657029 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader @@ -219,18 +219,19 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader index 95fb1009..6fac8855 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader @@ -220,18 +220,19 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader b/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader index 99dd60aa..b1fc13d7 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader @@ -223,18 +223,19 @@ Shader "UnlitWF/WF_UnToon_Transparent_Refracted" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader index a3ce460f..3bdd4fb7 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader @@ -168,18 +168,19 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Opaque" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader index 49d389eb..9008f49f 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader @@ -180,18 +180,19 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader index 87c12bc2..9df08e3f 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader @@ -183,18 +183,19 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader index 6abafccd..e8320586 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader @@ -186,18 +186,19 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader index 4c2049ea..6dc1930d 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader @@ -170,18 +170,19 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader index 35d7ff4c..bb75c022 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader @@ -187,18 +187,19 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader index ef44bf4a..82e83d60 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader @@ -188,18 +188,19 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 - _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 - _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 - _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 - _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 - _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 - _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 _TS_BlendNormal2 ("[SH] Blend Normal 2nd", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture (R)", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 + [Header(ToonShade Advance)] + _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 + _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 + _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 + _TS_1stFeather ("[SH] 1st Feather", Range(0, 0.2)) = 0.05 + _TS_2ndFeather ("[SH] 2nd Feather", Range(0, 0.2)) = 0.05 + _TS_3rdFeather ("[SH] 3rd Feather", Range(0, 0.2)) = 0.05 // リムライト [WFHeaderToggle(RimLight)] From 93ce74e5b655075639d5345bb4d90feab03952b3 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Wed, 8 Jun 2022 15:23:31 +0900 Subject: [PATCH 26/33] =?UTF-8?q?WFHeader=20=E3=81=AB=E3=83=98=E3=83=AB?= =?UTF-8?q?=E3=83=97=E3=83=86=E3=82=AD=E3=82=B9=E3=83=88=E8=BF=BD=E5=8A=A0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_Dictionary.cs | 41 ++++++++++++++++++++++++ Editor/WF_ShaderCustomEditor.cs | 55 ++++++++++++++++++++------------- 2 files changed, 74 insertions(+), 22 deletions(-) diff --git a/Editor/WF_Dictionary.cs b/Editor/WF_Dictionary.cs index 6865f893..d7e098aa 100644 --- a/Editor/WF_Dictionary.cs +++ b/Editor/WF_Dictionary.cs @@ -212,6 +212,47 @@ internal static class WFShaderDictionary /// ラベル名などの物理名 → 日本語訳の変換マップ。 /// public static readonly List LangEnToJa = new List() { + // HeaderTitle + new WFI18NTranslation("3ch Color Mask", "3chカラーマスク"), + new WFI18NTranslation("Ambient Occlusion", "AOマップとライトマップ"), + new WFI18NTranslation("BackFace Texture", "裏面テクスチャ"), + new WFI18NTranslation("Base", "基本設定"), + new WFI18NTranslation("ClearCoat", "クリアコート"), + new WFI18NTranslation("Color Change", "色変更"), + new WFI18NTranslation("Detail NormalMap", "ディテールノーマルマップ"), + new WFI18NTranslation("Distance Fade", "距離フェード"), + new WFI18NTranslation("Emission", "エミッション"), + new WFI18NTranslation("Fake Fur", "ファー"), + new WFI18NTranslation("Fog", "フォグ"), + new WFI18NTranslation("Gem Background", "ジェム(裏面)"), + new WFI18NTranslation("Gem Flake", "ジェム(フレーク)"), + new WFI18NTranslation("Gem Reflection", "ジェム(反射)"), + new WFI18NTranslation("Gem Surface", "ジェム(表面)"), + new WFI18NTranslation("Lame", "ラメ"), + new WFI18NTranslation("Light Bake Effects", "ライトベイク調整"), + new WFI18NTranslation("Light Matcap", "マットキャップ"), + new WFI18NTranslation("Light Matcap 2", "マットキャップ2"), + new WFI18NTranslation("Light Matcap 3", "マットキャップ3"), + new WFI18NTranslation("Light Matcap 4", "マットキャップ4"), + new WFI18NTranslation("Light Matcap 5", "マットキャップ5"), + new WFI18NTranslation("Light Matcap 6", "マットキャップ6"), + new WFI18NTranslation("Light Matcap 7", "マットキャップ7"), + new WFI18NTranslation("Light Matcap 8", "マットキャップ8"), + new WFI18NTranslation("Lit", "ライト設定"), + new WFI18NTranslation("Lit Advance", "ライト設定(拡張)"), + new WFI18NTranslation("Metallic", "メタリック"), + new WFI18NTranslation("Mirror Control", "ミラー制御"), + new WFI18NTranslation("NormalMap", "ノーマルマップ"), + new WFI18NTranslation("Outline", "アウトライン"), + new WFI18NTranslation("Overlay Texture", "オーバーレイテクスチャ"), + new WFI18NTranslation("Refraction", "屈折"), + new WFI18NTranslation("RimLight", "リムライト"), + new WFI18NTranslation("Stencil Mask", "ステンシル"), + new WFI18NTranslation("Tessellation", "細分化"), + new WFI18NTranslation("ToonShade", "トゥーン影"), + new WFI18NTranslation("Transparent Alpha", "透過"), + new WFI18NTranslation("Material Options", "マテリアル設定"), + new WFI18NTranslation("Utility", "ユーティリティ"), // Base new WFI18NTranslation("Main Texture", "メイン テクスチャ"), new WFI18NTranslation("Color", "マテリアルカラー"), diff --git a/Editor/WF_ShaderCustomEditor.cs b/Editor/WF_ShaderCustomEditor.cs index 88f1353b..467e1568 100644 --- a/Editor/WF_ShaderCustomEditor.cs +++ b/Editor/WF_ShaderCustomEditor.cs @@ -864,7 +864,7 @@ private static float ShiftHur(float hur, float sat, float mul) /// テキスト /// EnableトグルのProperty(またはnull) /// 常時trueにするならばtrue、デフォルトはfalse - public static void DrawShurikenStyleHeader(Rect position, string text, GenericMenu menu = null) + public static Rect DrawShurikenStyleHeader(Rect position, string text, GenericMenu menu = null) { // SurikenStyleHeader var style = new GUIStyle("ShurikenModuleTitle"); @@ -878,6 +878,18 @@ public static void DrawShurikenStyleHeader(Rect position, string text, GenericMe position = EditorGUI.IndentedRect(position); GUI.Box(position, text, style); + // ヘルプテキスト + var helpText = WFI18N.Translate(text); + if (!string.IsNullOrWhiteSpace(helpText) && helpText != text) { + var titleSize = style.CalcSize(new GUIContent(text)); + var rect = new Rect(position.x + titleSize.x + 24, position.y, position.width - titleSize.x - 24, 16f); + var style2 = new GUIStyle(EditorStyles.label); + style2.fontSize = style.fontSize - 1; + style2.contentOffset = new Vector2(4, 1); + GUI.Label(rect, helpText, style2); + } + + // コンテキストメニュー if (menu != null) { var rect = new Rect(position.x + position.width - 20f, position.y + 1f, 16f, 16f); @@ -887,6 +899,8 @@ public static void DrawShurikenStyleHeader(Rect position, string text, GenericMe menu.DropDown(rect); } } + + return position; } /// @@ -896,19 +910,9 @@ public static void DrawShurikenStyleHeader(Rect position, string text, GenericMe /// テキスト /// EnableトグルのProperty(またはnull) /// 常時trueにするならばtrue、デフォルトはfalse - public static void DrawShurikenStyleHeaderToggle(Rect position, string text, MaterialProperty prop, bool alwaysOn, GenericMenu menu = null) + public static Rect DrawShurikenStyleHeaderToggle(Rect position, string text, MaterialProperty prop, bool alwaysOn, GenericMenu menu = null) { - // SurikenStyleHeader - var style = new GUIStyle("ShurikenModuleTitle"); - style.font = EditorStyles.boldLabel.font; - style.fontSize += 2; - style.fontStyle = FontStyle.Bold; - style.fixedHeight = 20; - style.contentOffset = new Vector2(20, -2); - // Draw - position.y += 8; - position = EditorGUI.IndentedRect(position); - GUI.Box(position, text, style); + position = DrawShurikenStyleHeader(position, text, menu); if (alwaysOn) { @@ -948,15 +952,7 @@ public static void DrawShurikenStyleHeaderToggle(Rect position, string text, Mat } } - if (menu != null) - { - var rect = new Rect(position.x + position.width - 20f, position.y + 1f, 16f, 16f); - if (GUI.Button(rect, Styles.menuTex, EditorStyles.largeLabel)) - { - Event.current.Use(); - menu.DropDown(rect); - } - } + return position; } /// @@ -1423,6 +1419,11 @@ public MaterialWFHeaderDecorator(string text) this.text = text; } + public MaterialWFHeaderDecorator(string text, string helptext) + { + this.text = text; + } + public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor) { return 32; @@ -1446,6 +1447,11 @@ public MaterialWFHeaderToggleDrawer(string text) this.text = text; } + public MaterialWFHeaderToggleDrawer(string text, string helptext) + { + this.text = text; + } + public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor) { return 32; @@ -1469,6 +1475,11 @@ public MaterialWFHeaderAlwaysOnDrawer(string text) this.text = text; } + public MaterialWFHeaderAlwaysOnDrawer(string text, string helptext) + { + this.text = text; + } + public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor) { return 32; From c0e0a0ea96d6b19bb75f123db8d2aadd98f94904 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Wed, 8 Jun 2022 19:51:25 +0900 Subject: [PATCH 27/33] =?UTF-8?q?TS=20=E3=81=AB=E8=B7=9D=E9=9B=A2=E3=83=95?= =?UTF-8?q?=E3=82=A7=E3=83=BC=E3=83=89=E3=82=92=E8=BF=BD=E5=8A=A0=E3=81=97?= =?UTF-8?q?=E3=81=A6=E3=81=BF=E3=81=9F?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_ShaderCustomEditor.cs | 1 + ..._WF_URP_FakeFur_FurOnly_TransCutout.shader | 2 + ..._WF_URP_FakeFur_FurOnly_Transparent.shader | 2 + .../Unlit_WF_URP_FakeFur_TransCutout.shader | 2 + .../Unlit_WF_URP_FakeFur_Transparent.shader | 2 + .../Unlit_WF_URP_UnToon_Mobile_Opaque.shader | 2 + ...WF_URP_UnToon_Mobile_Outline_Opaque.shader | 2 + ...P_UnToon_Mobile_Outline_TransCutout.shader | 2 + ...it_WF_URP_UnToon_Mobile_TransCutout.shader | 2 + ...it_WF_URP_UnToon_Mobile_Transparent.shader | 2 + Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader | 2 + .../Unlit_WF_URP_UnToon_Outline_Opaque.shader | 2 + ...t_WF_URP_UnToon_Outline_TransCutout.shader | 2 + .../Unlit_WF_URP_UnToon_TransCutout.shader | 2 + .../Unlit_WF_URP_UnToon_Transparent.shader | 2 + ...nlit_WF_URP_UnToon_Transparent_Mask.shader | 2 + ...t_WF_URP_UnToon_Transparent_MaskOut.shader | 2 + Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader | 2 + ...nlit_WF_FakeFur_FurOnly_TransCutout.shader | 2 + ...nlit_WF_FakeFur_FurOnly_Transparent.shader | 2 + Shaders/Unlit_WF_FakeFur_Mix.shader | 2 + Shaders/Unlit_WF_FakeFur_TransCutout.shader | 2 + Shaders/Unlit_WF_FakeFur_Transparent.shader | 2 + ...t_WF_UnToon_Custom_ClearCoat_Opaque.shader | 2 + ...UnToon_Custom_ClearCoat_TransCutout.shader | 2 + ...UnToon_Custom_ClearCoat_Transparent.shader | 2 + ...t_WF_UnToon_Custom_GhostTransparent.shader | 2 + ...nlit_WF_UnToon_Custom_Mirror_Opaque.shader | 2 + ..._UnToon_Custom_OffsetOutline_Opaque.shader | 2 + ...Toon_Custom_PowerCap_Outline_Opaque.shader | 2 + ..._UnToon_Custom_Tess_PowerCap_Opaque.shader | 2 + Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader | 2 + ...lit_WF_UnToon_Mobile_Outline_Opaque.shader | 2 + ...F_UnToon_Mobile_Outline_TransCutout.shader | 2 + .../Unlit_WF_UnToon_Mobile_TransCutout.shader | 2 + .../Unlit_WF_UnToon_Mobile_Transparent.shader | 2 + Shaders/Unlit_WF_UnToon_Opaque.shader | 2 + Shaders/Unlit_WF_UnToon_Outline_Opaque.shader | 2 + ...Unlit_WF_UnToon_Outline_TransCutout.shader | 2 + ...Unlit_WF_UnToon_Outline_Transparent.shader | 2 + ..._WF_UnToon_Outline_Transparent3Pass.shader | 2 + ..._UnToon_Outline_Transparent_MaskOut.shader | 2 + ...n_Outline_Transparent_MaskOut_Blend.shader | 2 + .../Unlit_WF_UnToon_PowerCap_Opaque.shader | 2 + ...nlit_WF_UnToon_PowerCap_TransCutout.shader | 2 + ...nlit_WF_UnToon_PowerCap_Transparent.shader | 2 + ...WF_UnToon_PowerCap_Transparent3Pass.shader | 2 + Shaders/Unlit_WF_UnToon_Tess_Opaque.shader | 2 + .../Unlit_WF_UnToon_Tess_TransCutout.shader | 2 + .../Unlit_WF_UnToon_Tess_Transparent.shader | 2 + ...lit_WF_UnToon_Tess_Transparent3Pass.shader | 2 + Shaders/Unlit_WF_UnToon_TransCutout.shader | 2 + Shaders/Unlit_WF_UnToon_Transparent.shader | 2 + .../Unlit_WF_UnToon_Transparent3Pass.shader | 2 + .../Unlit_WF_UnToon_Transparent_Mask.shader | 2 + ...Unlit_WF_UnToon_Transparent_MaskOut.shader | 2 + ...WF_UnToon_Transparent_MaskOut_Blend.shader | 2 + ...lit_WF_UnToon_Transparent_Refracted.shader | 2 + .../Unlit_WF_UnToon_TriShade_Opaque.shader | 2 + ...nlit_WF_UnToon_TriShade_TransCutout.shader | 2 + ...nlit_WF_UnToon_TriShade_Transparent.shader | 2 + ...WF_UnToon_TriShade_Transparent3Pass.shader | 2 + ...WF_UnToon_TriShade_Transparent_Mask.shader | 2 + ...UnToon_TriShade_Transparent_MaskOut.shader | 2 + ..._TriShade_Transparent_MaskOut_Blend.shader | 2 + Shaders/WF_UnToon_Function.cginc | 53 ++++++++++++------- Shaders/WF_UnToon_Uniform.cginc | 2 + 67 files changed, 166 insertions(+), 18 deletions(-) diff --git a/Editor/WF_ShaderCustomEditor.cs b/Editor/WF_ShaderCustomEditor.cs index 467e1568..9191db88 100644 --- a/Editor/WF_ShaderCustomEditor.cs +++ b/Editor/WF_ShaderCustomEditor.cs @@ -76,6 +76,7 @@ public class ShaderCustomEditor : ShaderGUI new MinMaxSliderPropertyHook("_TE_MinDist", "_TE_MaxDist"), new MinMaxSliderPropertyHook("_FG_MinDist", "_FG_MaxDist"), new MinMaxSliderPropertyHook("_LM_MinDist", "_LM_MaxDist"), + new MinMaxSliderPropertyHook("_TS_MinDist", "_TS_MaxDist"), new MinMaxSliderPropertyHook("_DF_MinDist", "_DF_MaxDist"), // _OL_CustomParam1のディスプレイ名をカスタマイズ diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader index c8816984..2ab756f7 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader @@ -78,6 +78,8 @@ Shader "UnlitWF_URP/WF_FakeFur_FurOnly_TransCutout" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 [NoScaleOffset] diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader index 0fbea855..e53aec9d 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader @@ -75,6 +75,8 @@ Shader "UnlitWF_URP/WF_FakeFur_FurOnly_Transparent" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 [NoScaleOffset] diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader index 1f6a92de..af47a44e 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader @@ -113,6 +113,8 @@ Shader "UnlitWF_URP/WF_FakeFur_TransCutout" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 [NoScaleOffset] diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader index 6e0821c2..c839ca89 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader @@ -110,6 +110,8 @@ Shader "UnlitWF_URP/WF_FakeFur_Transparent" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 [NoScaleOffset] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader index f9d303a7..6b3865ad 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader @@ -95,6 +95,8 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { _TS_2ndColor ("[SH] 2nd Shade Color", Color) = (0.68, 0.68, 0.8, 1) _TS_3rdColor ("[SH] 3rd Shade Color", Color) = (0.595, 0.595, 0.7, 1) _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader index de6b91a7..1c27535e 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader @@ -108,6 +108,8 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { _TS_2ndColor ("[SH] 2nd Shade Color", Color) = (0.68, 0.68, 0.8, 1) _TS_3rdColor ("[SH] 3rd Shade Color", Color) = (0.595, 0.595, 0.7, 1) _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 [NoScaleOffset] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader index 7bacdd8c..6a3fd8a2 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader @@ -110,6 +110,8 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { _TS_2ndColor ("[SH] 2nd Shade Color", Color) = (0.68, 0.68, 0.8, 1) _TS_3rdColor ("[SH] 3rd Shade Color", Color) = (0.595, 0.595, 0.7, 1) _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 [NoScaleOffset] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader index 00ed97e7..07dc7661 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader @@ -95,6 +95,8 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { _TS_2ndColor ("[SH] 2nd Shade Color", Color) = (0.68, 0.68, 0.8, 1) _TS_3rdColor ("[SH] 3rd Shade Color", Color) = (0.595, 0.595, 0.7, 1) _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 [NoScaleOffset] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader index 0d8adb13..e1e09b87 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader @@ -98,6 +98,8 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { _TS_2ndColor ("[SH] 2nd Shade Color", Color) = (0.68, 0.68, 0.8, 1) _TS_3rdColor ("[SH] 3rd Shade Color", Color) = (0.595, 0.595, 0.7, 1) _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 [NoScaleOffset] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader index 8b1040b7..f0752a46 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader @@ -196,6 +196,8 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader index 2c48828a..0591ef0a 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader @@ -213,6 +213,8 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader index 58c6a2f9..f08118a1 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader @@ -225,6 +225,8 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader index 2c22c74a..d4e96cda 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader @@ -208,6 +208,8 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader index 896ff151..8efd7464 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader @@ -215,6 +215,8 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader index 7bc8f8d6..0e809b6c 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader @@ -219,6 +219,8 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader index c754ba6e..7c072b40 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader @@ -219,6 +219,8 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader index e9eba430..8886cad1 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader @@ -82,6 +82,8 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Mix" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader index c112aa0c..14870c16 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader @@ -78,6 +78,8 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_TransCutout" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader index 159c27b4..f2bf626f 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader @@ -75,6 +75,8 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Transparent" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_FakeFur_Mix.shader b/Shaders/Unlit_WF_FakeFur_Mix.shader index 4fca3fd4..dbfa264c 100644 --- a/Shaders/Unlit_WF_FakeFur_Mix.shader +++ b/Shaders/Unlit_WF_FakeFur_Mix.shader @@ -113,6 +113,8 @@ Shader "UnlitWF/WF_FakeFur_Mix" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_FakeFur_TransCutout.shader b/Shaders/Unlit_WF_FakeFur_TransCutout.shader index 70796ee6..32de1edf 100644 --- a/Shaders/Unlit_WF_FakeFur_TransCutout.shader +++ b/Shaders/Unlit_WF_FakeFur_TransCutout.shader @@ -109,6 +109,8 @@ Shader "UnlitWF/WF_FakeFur_TransCutout" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_FakeFur_Transparent.shader b/Shaders/Unlit_WF_FakeFur_Transparent.shader index 615af48c..4dc971e8 100644 --- a/Shaders/Unlit_WF_FakeFur_Transparent.shader +++ b/Shaders/Unlit_WF_FakeFur_Transparent.shader @@ -106,6 +106,8 @@ Shader "UnlitWF/WF_FakeFur_Transparent" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader index d8b672c0..9b524472 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader @@ -205,6 +205,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader index 46ac44b1..a1301b78 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader @@ -217,6 +217,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader index 2b3cec54..0f677550 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader @@ -220,6 +220,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader index 10d14c8b..41f2ab69 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader @@ -183,6 +183,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader index eb2ebddc..46a586c3 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader @@ -201,6 +201,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader index 3d1e58b4..fbd99ab4 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader @@ -214,6 +214,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader index 9a80afa0..1634d018 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader @@ -258,6 +258,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_PowerCap_Outline_Opaque" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader index b4023dd0..a552d197 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader @@ -277,6 +277,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader index 5e700078..c0f37d15 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader @@ -95,6 +95,8 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { _TS_2ndColor ("[SH] 2nd Shade Color", Color) = (0.68, 0.68, 0.8, 1) _TS_3rdColor ("[SH] 3rd Shade Color", Color) = (0.595, 0.595, 0.7, 1) _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader index c98fc232..3ed4e897 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader @@ -110,6 +110,8 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { _TS_2ndColor ("[SH] 2nd Shade Color", Color) = (0.68, 0.68, 0.8, 1) _TS_3rdColor ("[SH] 3rd Shade Color", Color) = (0.595, 0.595, 0.7, 1) _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader index 87082aba..ea4794f4 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader @@ -110,6 +110,8 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { _TS_2ndColor ("[SH] 2nd Shade Color", Color) = (0.68, 0.68, 0.8, 1) _TS_3rdColor ("[SH] 3rd Shade Color", Color) = (0.595, 0.595, 0.7, 1) _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader index facca23b..08fc5798 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader @@ -95,6 +95,8 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { _TS_2ndColor ("[SH] 2nd Shade Color", Color) = (0.68, 0.68, 0.8, 1) _TS_3rdColor ("[SH] 3rd Shade Color", Color) = (0.595, 0.595, 0.7, 1) _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader index e357ee72..d3fd2ff9 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader @@ -98,6 +98,8 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { _TS_2ndColor ("[SH] 2nd Shade Color", Color) = (0.68, 0.68, 0.8, 1) _TS_3rdColor ("[SH] 3rd Shade Color", Color) = (0.595, 0.595, 0.7, 1) _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 [NoScaleOffset] diff --git a/Shaders/Unlit_WF_UnToon_Opaque.shader b/Shaders/Unlit_WF_UnToon_Opaque.shader index 978e5388..2bc54c95 100644 --- a/Shaders/Unlit_WF_UnToon_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Opaque.shader @@ -196,6 +196,8 @@ Shader "UnlitWF/WF_UnToon_Opaque" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader index 64c098b5..5e76acea 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader @@ -213,6 +213,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader index 719bebdc..8512750c 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader @@ -225,6 +225,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader index fc9b3bf3..30a8d385 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader @@ -230,6 +230,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader index 2266f49b..7d20019f 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader @@ -233,6 +233,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader index 25484fac..e1b8ab3d 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader @@ -234,6 +234,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader index 944ce05f..5e0fca77 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader @@ -235,6 +235,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader index 51e5a3a9..39f44736 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader @@ -241,6 +241,8 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader index 2cc606c5..156c8f06 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader @@ -253,6 +253,8 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader index 9839d567..6d213b53 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader @@ -268,6 +268,8 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader index e03d666a..5c132577 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader @@ -269,6 +269,8 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader index 1a0cdec4..dd8163db 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader @@ -223,6 +223,8 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader index 4d6a5251..50d932a4 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader @@ -235,6 +235,8 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader index 089ad26d..1d1e3019 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader @@ -225,6 +225,8 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader index 74e5bc4f..ba01e503 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader @@ -243,6 +243,8 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TransCutout.shader index 46bf26c4..b0735292 100644 --- a/Shaders/Unlit_WF_UnToon_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TransCutout.shader @@ -208,6 +208,8 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Transparent.shader b/Shaders/Unlit_WF_UnToon_Transparent.shader index ee89837b..ee3ec970 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent.shader @@ -213,6 +213,8 @@ Shader "UnlitWF/WF_UnToon_Transparent" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader index 3e15fb0f..48524e5d 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader @@ -214,6 +214,8 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader index 779e5d3e..4654d7b8 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader @@ -217,6 +217,8 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader index 46657029..fcd41ab0 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader @@ -217,6 +217,8 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader index 6fac8855..401f3c14 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader @@ -218,6 +218,8 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader b/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader index b1fc13d7..834a9a5d 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader @@ -221,6 +221,8 @@ Shader "UnlitWF/WF_UnToon_Transparent_Refracted" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader index 3bdd4fb7..efe598c2 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader @@ -166,6 +166,8 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Opaque" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader index 9008f49f..a72983f1 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader @@ -178,6 +178,8 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader index 9df08e3f..6f87c6ee 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader @@ -181,6 +181,8 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader index e8320586..846dd0e0 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader @@ -184,6 +184,8 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader index 6dc1930d..d03b3607 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader @@ -168,6 +168,8 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader index bb75c022..0bc8f805 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader @@ -185,6 +185,8 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader index 82e83d60..83d55c8b 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader @@ -186,6 +186,8 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 + _TS_MinDist ("[SH] FadeOut Distance (Near)", Range(0, 15)) = 1.0 + _TS_MaxDist ("[SH] FadeOut Distance (Far)", Range(0, 15)) = 4.0 [Toggle(_)] _TS_FixContrast ("[SH] Dont Ajust Contrast", Range(0, 1)) = 0 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 diff --git a/Shaders/WF_UnToon_Function.cginc b/Shaders/WF_UnToon_Function.cginc index ed1342f3..bc9ffd8a 100644 --- a/Shaders/WF_UnToon_Function.cginc +++ b/Shaders/WF_UnToon_Function.cginc @@ -914,28 +914,45 @@ FEATURE_TGL_END #ifdef _TS_ENABLE + float calcShadowPower(float3 ws_vertex, float4 ws_light_dir, float3 ambientColor) { + float3 lightColorMain = calcWorldSpaceLightColor(ws_vertex, ws_light_dir.w); + float3 lightColorSub4 = 0 < ws_light_dir.w ? sampleAdditionalLightColor(ws_vertex) : sampleAdditionalLightColorExclude1(ws_vertex); + float main = saturate(calcBrightness( lightColorMain )); + float sub4 = saturate(calcBrightness( lightColorSub4 )); + float ambient = saturate(calcBrightness( ambientColor )); + + // メインライトとそれ以外のライトの明るさの差が影の強さになる + float shadow_power = saturate( abs(main - sub4) / max(main + sub4, 0.0001) ) * 0.5 + 0.5; + + // メインライトが真上または真下から当たっている場合は影を弱める + shadow_power = min( shadow_power, 1 - smoothstep(0.8, 1, abs(ws_light_dir.y)) * 0.5 ); + + // 環境光が強い場合は影を弱める + shadow_power = min( shadow_power, 1 - ambient * 0.5 ); + + // 距離が離れているときは影を弱める + if (TGL_OFF(_GL_DisableBasePos)) { // BatchingStatic のときには DisableBasePos が ON になるのでそのときは影を弱めない + float3 cam_vec = worldSpaceViewPointPos() - calcWorldSpaceBasePos(ws_vertex); + float angle_light_camera = dot( SafeNormalizeVec2(ws_light_dir.xz), SafeNormalizeVec2(cam_vec.xz) ); + shadow_power = min( shadow_power, 1 - smoothstep(_TS_MinDist, max(_TS_MinDist + NZF, _TS_MaxDist), length(cam_vec)) * saturate(-angle_light_camera) ); + } + + return shadow_power; + } + void calcToonShadeContrast(float3 ws_vertex, float4 ws_light_dir, float3 ambientColor, out float shadow_power) { -#ifdef _WF_LEGACY_FEATURE_SWITCH +#ifndef _WF_LEGACY_FEATURE_SWITCH + #if !defined(_TS_FIXC_ENABLE) + shadow_power = calcShadowPower(ws_vertex, ws_light_dir, ambientColor); + #else + shadow_power = 1; + #endif +#else if (TGL_ON(_TS_Enable)) { if (TGL_OFF(_TS_FixContrast)) { -#endif -#if !defined(_TS_FIXC_ENABLE) || defined(_WF_LEGACY_FEATURE_SWITCH) - float3 lightColorMain = calcWorldSpaceLightColor(ws_vertex, ws_light_dir.w); - float3 lightColorSub4 = 0 < ws_light_dir.w ? sampleAdditionalLightColor(ws_vertex) : sampleAdditionalLightColorExclude1(ws_vertex); - float main = saturate(calcBrightness( lightColorMain )); - float sub4 = saturate(calcBrightness( lightColorSub4 )); - float ambient = saturate(calcBrightness( ambientColor )); - shadow_power = saturate( abs(main - sub4) / max(main + sub4, 0.0001) ) * 0.5 + 0.5; - shadow_power = min( shadow_power, 1 - smoothstep(0.8, 1, abs(ws_light_dir.y)) * 0.5 ); - shadow_power = min( shadow_power, 1 - ambient * 0.5 ); -#endif -#ifdef _WF_LEGACY_FEATURE_SWITCH + shadow_power = calcShadowPower(ws_vertex, ws_light_dir, ambientColor); } else { -#endif -#if defined(_TS_FIXC_ENABLE) || defined(_WF_LEGACY_FEATURE_SWITCH) - shadow_power = 1; -#endif -#ifdef _WF_LEGACY_FEATURE_SWITCH + shadow_power = 1; } } else { shadow_power = 0; diff --git a/Shaders/WF_UnToon_Uniform.cginc b/Shaders/WF_UnToon_Uniform.cginc index 07996b1c..3e6e43e0 100644 --- a/Shaders/WF_UnToon_Uniform.cginc +++ b/Shaders/WF_UnToon_Uniform.cginc @@ -265,6 +265,8 @@ float _TS_BlendNormal2; float _TS_InvMaskVal; float _TS_FixContrast; + float _TS_MinDist; + float _TS_MaxDist; // ------------------------- From 84929a602963291f3c392e1e5ad4a5071ffb0355 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Fri, 10 Jun 2022 01:19:12 +0900 Subject: [PATCH 28/33] BugFix --- Shaders/WF_UnToon_DepthOnly.cginc | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Shaders/WF_UnToon_DepthOnly.cginc b/Shaders/WF_UnToon_DepthOnly.cginc index 3673ae42..36703156 100644 --- a/Shaders/WF_UnToon_DepthOnly.cginc +++ b/Shaders/WF_UnToon_DepthOnly.cginc @@ -68,8 +68,8 @@ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vs_vertex = UnityObjectToClipPos(i.vertex.xyz); - o.uv = v.uv; - o.uv_lmap = v.uv_lmap; + o.uv = i.uv; + o.uv_lmap = i.uv_lmap; #ifdef _V2F_HAS_VERTEXCOLOR o.vertex_color = i.vertex_color; #endif From d13a3fd7bffef2c993ad95de324c3942984d5070 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Sun, 12 Jun 2022 17:06:09 +0900 Subject: [PATCH 29/33] =?UTF-8?q?DebugView=20=E3=81=A8=20Template=20?= =?UTF-8?q?=E3=81=A7=E3=80=81FromShader=20(-1)=20=E3=82=92=20renderQueue?= =?UTF-8?q?=20=E3=81=8B=E3=82=89=E5=8F=96=E5=BE=97=E3=81=A7=E3=81=8D?= =?UTF-8?q?=E3=82=8B=E3=82=88=E3=81=86=E3=81=AB=E5=A4=89=E6=9B=B4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WFMaterialTemplate.cs | 2 +- Editor/WF_Common.cs | 13 + Editor/WF_DebugViewEditor.cs | 504 +++++++++++++++++------------------ 3 files changed, 266 insertions(+), 253 deletions(-) diff --git a/Editor/WFMaterialTemplate.cs b/Editor/WFMaterialTemplate.cs index 6e7ecad7..2c4f34b4 100644 --- a/Editor/WFMaterialTemplate.cs +++ b/Editor/WFMaterialTemplate.cs @@ -83,7 +83,7 @@ public void ApplyToMaterial(IEnumerable mats) if (mat.shader != material.shader) { mat.shader = material.shader; - mat.renderQueue = material.renderQueue; + mat.renderQueue = WFCommonUtility.GetMaterialRenderQueueValue(material); } } diff --git a/Editor/WF_Common.cs b/Editor/WF_Common.cs index b4a295d6..abc3d6a5 100644 --- a/Editor/WF_Common.cs +++ b/Editor/WF_Common.cs @@ -465,6 +465,19 @@ public static string GetShaderFallBackTarget(Material mat) { return mat == null ? null : GetShaderFallBackTarget(mat.shader); } + + public static int GetMaterialRenderQueueValue(Material mat) + { + // Material.renderQueue の値を単に参照すると -1 (FromShader) が取れないので SerializedObject から取得する + var so = new SerializedObject(mat); + so.Update(); + var prop = so.FindProperty("m_CustomRenderQueue"); + if (prop != null) + { + return prop.intValue; + } + return mat.renderQueue; + } } public abstract class WFCustomKeywordSetting diff --git a/Editor/WF_DebugViewEditor.cs b/Editor/WF_DebugViewEditor.cs index bbb429e6..2e9e503c 100644 --- a/Editor/WF_DebugViewEditor.cs +++ b/Editor/WF_DebugViewEditor.cs @@ -1,256 +1,256 @@ -using System.Collections.Generic; -using UnityEngine; - -/* - * The MIT License - * - * Copyright 2018-2022 whiteflare. - * - * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. - * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, - * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - */ - -#if UNITY_EDITOR - -using System.Linq; -using UnityEditor; - -namespace UnlitWF -{ - - public class WF_DebugViewEditor : ShaderGUI - { - public const string SHADER_NAME_DEBUGVIEW = "UnlitWF/Debug/WF_DebugView"; - - public const string TAG_PREV_SHADER = "PrevShader"; - public const string TAG_PREV_QUEUE = "PrevQueue"; - - public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader) - { - PreChangeShader(material, oldShader, newShader); - - // newShaderの割り当て - base.AssignNewShaderToMaterial(material, oldShader, newShader); - - PostChangeShader(material, oldShader, newShader); - } - - public static void PreChangeShader(Material material, Shader oldShader, Shader newShader) - { - // 古いシェーダ名の保存に OverrideTag を利用する - if (material != null && oldShader != null && !IsSupportedShader(oldShader)) - { - material.SetOverrideTag(TAG_PREV_SHADER, oldShader.name); - material.SetOverrideTag(TAG_PREV_QUEUE, material.renderQueue.ToString()); - } - } - - public static void PostChangeShader(Material material, Shader oldShader, Shader newShader) - { - // nop - } - - public static bool IsSupportedShader(Shader shader) - { - return WFCommonUtility.IsSupportedShader(shader) && shader.name.Contains("WF_DebugView"); - } - - public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) - { - materialEditor.SetDefaultGUIWidths(); - - // 元シェーダに戻すボタン - OnGuiSub_SwitchPrevShaderButton(materialEditor); - - var mat = materialEditor.target as Material; - var mats = WFCommonUtility.AsMaterials(materialEditor.targets); - - // モード変更メニュー表示 - foreach (var section in sections) - { - GUI.Label(EditorGUI.IndentedRect(EditorGUILayout.GetControlRect()), section.name, EditorStyles.boldLabel); - foreach (var mode in section.modes) - { - bool active = mode.IsActive(mat); - EditorGUI.showMixedValue = mode.IsMixedValue(mats); - EditorGUI.BeginChangeCheck(); - active = EditorGUILayout.Toggle(mode.displayName, active); - if (EditorGUI.EndChangeCheck()) - { - mode.SetActive(mats); - } - EditorGUI.showMixedValue = false; - } - EditorGUILayout.Space(); - } - - // モード変更以外のプロパティを表示 - foreach (var p in properties) - { - if (!p.name.StartsWith("_Mode")) - { +using System.Collections.Generic; +using UnityEngine; + +/* + * The MIT License + * + * Copyright 2018-2022 whiteflare. + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. + * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, + * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +#if UNITY_EDITOR + +using System.Linq; +using UnityEditor; + +namespace UnlitWF +{ + + public class WF_DebugViewEditor : ShaderGUI + { + public const string SHADER_NAME_DEBUGVIEW = "UnlitWF/Debug/WF_DebugView"; + + public const string TAG_PREV_SHADER = "PrevShader"; + public const string TAG_PREV_QUEUE = "PrevQueue"; + + public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader) + { + PreChangeShader(material, oldShader, newShader); + + // newShaderの割り当て + base.AssignNewShaderToMaterial(material, oldShader, newShader); + + PostChangeShader(material, oldShader, newShader); + } + + public static void PreChangeShader(Material material, Shader oldShader, Shader newShader) + { + // 古いシェーダ名の保存に OverrideTag を利用する + if (material != null && oldShader != null && !IsSupportedShader(oldShader)) + { + material.SetOverrideTag(TAG_PREV_SHADER, oldShader.name); + material.SetOverrideTag(TAG_PREV_QUEUE, WFCommonUtility.GetMaterialRenderQueueValue(material).ToString()); + } + } + + public static void PostChangeShader(Material material, Shader oldShader, Shader newShader) + { + // nop + } + + public static bool IsSupportedShader(Shader shader) + { + return WFCommonUtility.IsSupportedShader(shader) && shader.name.Contains("WF_DebugView"); + } + + public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) + { + materialEditor.SetDefaultGUIWidths(); + + // 元シェーダに戻すボタン + OnGuiSub_SwitchPrevShaderButton(materialEditor); + + var mat = materialEditor.target as Material; + var mats = WFCommonUtility.AsMaterials(materialEditor.targets); + + // モード変更メニュー表示 + foreach (var section in sections) + { + GUI.Label(EditorGUI.IndentedRect(EditorGUILayout.GetControlRect()), section.name, EditorStyles.boldLabel); + foreach (var mode in section.modes) + { + bool active = mode.IsActive(mat); + EditorGUI.showMixedValue = mode.IsMixedValue(mats); + EditorGUI.BeginChangeCheck(); + active = EditorGUILayout.Toggle(mode.displayName, active); + if (EditorGUI.EndChangeCheck()) + { + mode.SetActive(mats); + } + EditorGUI.showMixedValue = false; + } + EditorGUILayout.Space(); + } + + // モード変更以外のプロパティを表示 + foreach (var p in properties) + { + if (!p.name.StartsWith("_Mode")) + { if (p.flags.HasFlag(MaterialProperty.PropFlags.HideInInspector)) { continue; - } - materialEditor.ShaderProperty(p, p.displayName); - } - } - EditorGUILayout.Space(); - - GUI.Label(EditorGUI.IndentedRect(EditorGUILayout.GetControlRect()), "Advanced Options", EditorStyles.boldLabel); - materialEditor.RenderQueueField(); - materialEditor.EnableInstancingField(); - materialEditor.DoubleSidedGIField(); - EditorGUILayout.Space(); - - // 一番下にも、元シェーダに戻すボタンを置く - OnGuiSub_SwitchPrevShaderButton(materialEditor); - } - - private static void OnGuiSub_SwitchPrevShaderButton(MaterialEditor materialEditor) - { - // 編集中のマテリアルの配列 - var mats = WFCommonUtility.AsMaterials(materialEditor.targets); - - // PrevShader タグを持っているものがひとつでもあればボタン表示 - if (mats.Select(m => m.GetTag(TAG_PREV_SHADER, false)).Any(tag => !string.IsNullOrWhiteSpace(tag))) - { - - if (GUI.Button(EditorGUI.IndentedRect(EditorGUILayout.GetControlRect()), "Switch Prev Shader")) - { - // 元のシェーダに戻す - Undo.RecordObjects(mats, "change shader"); - // それぞれのマテリアルに設定された PrevShader へと切り替え - foreach (var mat in mats) - { - var name = mat.GetTag(TAG_PREV_SHADER, false); - var queue = mat.GetTag(TAG_PREV_QUEUE, false); - // DebugViewの保存に使っているタグはクリア - ClearDebugOverrideTag(mat); - // シェーダ切り替え - WFCommonUtility.ChangeShader(name, mat); - // queue戻し - if (queue != null && int.TryParse(queue, out int numQueue)) - { - mat.renderQueue = numQueue; - } - } - } - EditorGUILayout.Space(); - } - } - - public static void ClearDebugOverrideTag(Material mat) - { - if (mat != null) - { - mat.SetOverrideTag(TAG_PREV_SHADER, ""); - mat.SetOverrideTag(TAG_PREV_QUEUE, ""); - } - } - - private readonly List sections = new List() { - new DebugModeSection("Fill Color", new List(){ - new DebugMode("White", "_ModeColor", 1), - new DebugMode("Black", "_ModeColor", 2), - new DebugMode("Magenta", "_ModeColor", 3), + } + materialEditor.ShaderProperty(p, p.displayName); + } + } + EditorGUILayout.Space(); + + GUI.Label(EditorGUI.IndentedRect(EditorGUILayout.GetControlRect()), "Advanced Options", EditorStyles.boldLabel); + materialEditor.RenderQueueField(); + materialEditor.EnableInstancingField(); + materialEditor.DoubleSidedGIField(); + EditorGUILayout.Space(); + + // 一番下にも、元シェーダに戻すボタンを置く + OnGuiSub_SwitchPrevShaderButton(materialEditor); + } + + private static void OnGuiSub_SwitchPrevShaderButton(MaterialEditor materialEditor) + { + // 編集中のマテリアルの配列 + var mats = WFCommonUtility.AsMaterials(materialEditor.targets); + + // PrevShader タグを持っているものがひとつでもあればボタン表示 + if (mats.Select(m => m.GetTag(TAG_PREV_SHADER, false)).Any(tag => !string.IsNullOrWhiteSpace(tag))) + { + + if (GUI.Button(EditorGUI.IndentedRect(EditorGUILayout.GetControlRect()), "Switch Prev Shader")) + { + // 元のシェーダに戻す + Undo.RecordObjects(mats, "change shader"); + // それぞれのマテリアルに設定された PrevShader へと切り替え + foreach (var mat in mats) + { + var name = mat.GetTag(TAG_PREV_SHADER, false); + var queue = mat.GetTag(TAG_PREV_QUEUE, false); + // DebugViewの保存に使っているタグはクリア + ClearDebugOverrideTag(mat); + // シェーダ切り替え + WFCommonUtility.ChangeShader(name, mat); + // queue戻し + if (queue != null && int.TryParse(queue, out int numQueue)) + { + mat.renderQueue = numQueue; + } + } + } + EditorGUILayout.Space(); + } + } + + public static void ClearDebugOverrideTag(Material mat) + { + if (mat != null) + { + mat.SetOverrideTag(TAG_PREV_SHADER, ""); + mat.SetOverrideTag(TAG_PREV_QUEUE, ""); + } + } + + private readonly List sections = new List() { + new DebugModeSection("Fill Color", new List(){ + new DebugMode("White", "_ModeColor", 1), + new DebugMode("Black", "_ModeColor", 2), + new DebugMode("Magenta", "_ModeColor", 3), new DebugMode("Transparent", "_ModeColor", 4), - }), - new DebugModeSection("Model Visualization", new List(){ - new DebugMode("Vertex Color", "_ModeColor", 5), - new DebugMode("Facing", "_ModeColor", 6), - }), - new DebugModeSection("UV Visualization", new List(){ - new DebugMode("UV1", "_ModeUV", 1), - new DebugMode("UV2", "_ModeUV", 2), - new DebugMode("UV3", "_ModeUV", 3), - new DebugMode("UV4", "_ModeUV", 4), - new DebugMode("Lightmap UV", "_ModeUV", 5), - new DebugMode("Dynamic Lightmap UV", "_ModeUV", 6), - }), - new DebugModeSection("Normal Visualization (LocalSpace)", new List(){ - new DebugMode("Normal", "_ModeNormal", 1), - new DebugMode("Tangent", "_ModeNormal", 2), - new DebugMode("BiTangent", "_ModeNormal", 3), - }), - new DebugModeSection("Normal Visualization (WorldSpace)", new List(){ - new DebugMode("Normal", "_ModeNormal", 4), - new DebugMode("Tangent", "_ModeNormal", 5), - new DebugMode("BiTangent", "_ModeNormal", 6), - }), - new DebugModeSection("Texture Visualization", new List(){ - new DebugMode("_MainTex", "_ModeTexture", 1), - new DebugMode("_MetallicGlossMap", "_ModeTexture", 2), - new DebugMode("_SpecGlossMap", "_ModeTexture", 3), - new DebugMode("_BumpMap", "_ModeTexture", 4), - new DebugMode("_OcclusionMap", "_ModeTexture", 5), - new DebugMode("_EmissionMap", "_ModeTexture", 6), - }), - new DebugModeSection("LightMap Visualization", new List(){ - new DebugMode("Lightmap", "_ModeLightMap", 1), - new DebugMode("Dynamic Lightmap", "_ModeLightMap", 2), - }), - }; - - class DebugModeSection - { - public readonly string name; - public readonly List modes; - - public DebugModeSection(string name, List listMode) - { - this.name = name; - this.modes = listMode; - } - } - - class DebugMode - { - public readonly string displayName; - public readonly string propertyName; - public readonly int value; - - public DebugMode(string displayName, string propertyName, int value) - { - this.displayName = displayName; - this.propertyName = propertyName; - this.value = value; - } - - public bool IsActive(Material mat) - { - return mat != null && mat.HasProperty(propertyName) && mat.GetInt(propertyName) == value; - } - - public bool IsMixedValue(Material[] targets) - { - return WFCommonUtility.AsMaterials(targets).Select(mat => IsActive(mat)).Distinct().Count() == 2; - } - - public void SetActive(Material[] targets) - { - foreach (var mat in WFCommonUtility.AsMaterials(targets)) - { - // リセット - foreach (var p in ShaderMaterialProperty.AsList(mat).Where(p => p.Name.StartsWith("_Mode"))) - { - mat.SetInt(p.Name, 0); - } - // セット - mat.SetInt(propertyName, value); - } - } - } - } -} - -#endif + }), + new DebugModeSection("Model Visualization", new List(){ + new DebugMode("Vertex Color", "_ModeColor", 5), + new DebugMode("Facing", "_ModeColor", 6), + }), + new DebugModeSection("UV Visualization", new List(){ + new DebugMode("UV1", "_ModeUV", 1), + new DebugMode("UV2", "_ModeUV", 2), + new DebugMode("UV3", "_ModeUV", 3), + new DebugMode("UV4", "_ModeUV", 4), + new DebugMode("Lightmap UV", "_ModeUV", 5), + new DebugMode("Dynamic Lightmap UV", "_ModeUV", 6), + }), + new DebugModeSection("Normal Visualization (LocalSpace)", new List(){ + new DebugMode("Normal", "_ModeNormal", 1), + new DebugMode("Tangent", "_ModeNormal", 2), + new DebugMode("BiTangent", "_ModeNormal", 3), + }), + new DebugModeSection("Normal Visualization (WorldSpace)", new List(){ + new DebugMode("Normal", "_ModeNormal", 4), + new DebugMode("Tangent", "_ModeNormal", 5), + new DebugMode("BiTangent", "_ModeNormal", 6), + }), + new DebugModeSection("Texture Visualization", new List(){ + new DebugMode("_MainTex", "_ModeTexture", 1), + new DebugMode("_MetallicGlossMap", "_ModeTexture", 2), + new DebugMode("_SpecGlossMap", "_ModeTexture", 3), + new DebugMode("_BumpMap", "_ModeTexture", 4), + new DebugMode("_OcclusionMap", "_ModeTexture", 5), + new DebugMode("_EmissionMap", "_ModeTexture", 6), + }), + new DebugModeSection("LightMap Visualization", new List(){ + new DebugMode("Lightmap", "_ModeLightMap", 1), + new DebugMode("Dynamic Lightmap", "_ModeLightMap", 2), + }), + }; + + class DebugModeSection + { + public readonly string name; + public readonly List modes; + + public DebugModeSection(string name, List listMode) + { + this.name = name; + this.modes = listMode; + } + } + + class DebugMode + { + public readonly string displayName; + public readonly string propertyName; + public readonly int value; + + public DebugMode(string displayName, string propertyName, int value) + { + this.displayName = displayName; + this.propertyName = propertyName; + this.value = value; + } + + public bool IsActive(Material mat) + { + return mat != null && mat.HasProperty(propertyName) && mat.GetInt(propertyName) == value; + } + + public bool IsMixedValue(Material[] targets) + { + return WFCommonUtility.AsMaterials(targets).Select(mat => IsActive(mat)).Distinct().Count() == 2; + } + + public void SetActive(Material[] targets) + { + foreach (var mat in WFCommonUtility.AsMaterials(targets)) + { + // リセット + foreach (var p in ShaderMaterialProperty.AsList(mat).Where(p => p.Name.StartsWith("_Mode"))) + { + mat.SetInt(p.Name, 0); + } + // セット + mat.SetInt(propertyName, value); + } + } + } + } +} + +#endif From af3390d877c6b291d0917fd672f6e70ceae67c44 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Tue, 14 Jun 2022 14:00:56 +0900 Subject: [PATCH 30/33] =?UTF-8?q?2019=E3=81=A7=E6=96=B0=E3=81=97=E3=81=8F?= =?UTF-8?q?=E5=85=A5=E3=81=A3=E3=81=9F=E3=83=A1=E3=82=BD=E3=83=83=E3=83=89?= =?UTF-8?q?=E3=81=8C2018=E3=81=A7=E3=81=AF=E5=8B=95=E3=81=8B=E3=81=AA?= =?UTF-8?q?=E3=81=84=E3=82=88=E3=81=86=E3=81=AB=E4=BF=AE=E6=AD=A3?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_ShaderCustomEditor.cs | 18 +++++++++++------- 1 file changed, 11 insertions(+), 7 deletions(-) diff --git a/Editor/WF_ShaderCustomEditor.cs b/Editor/WF_ShaderCustomEditor.cs index 9191db88..8e480e57 100644 --- a/Editor/WF_ShaderCustomEditor.cs +++ b/Editor/WF_ShaderCustomEditor.cs @@ -236,6 +236,7 @@ public static void PostChangeShader(Material material, Shader oldShader, Shader // Color を sRGB -> Linear 変換して再設定する if (material.HasProperty("_Color")) { +#if UNITY_2019_1_OR_NEWER var idx = oldShader.FindPropertyIndex("_Color"); if (0 <= idx) { @@ -246,7 +247,10 @@ public static void PostChangeShader(Material material, Shader oldShader, Shader material.SetColor("_Color", val.linear); } } - +#else + var val = material.GetColor("_Color"); + material.SetColor("_Color", val.linear); +#endif } // もし EmissionColor の Alpha が 0 になっていたら 1 にしちゃう if (material.HasProperty("_EmissionColor")) @@ -856,7 +860,7 @@ private static float ShiftHur(float hur, float sat, float mul) return hur; } - #region GUI部品 +#region GUI部品 /// /// Shurikenスタイルのヘッダを表示する @@ -1097,9 +1101,9 @@ internal static bool ButtonWithDropdownList(GUIContent content, string[] buttonN }); } - #endregion +#endregion - #region PropertyHook +#region PropertyHook /// /// PropertyHookで使用する表示コンテキスト @@ -1341,10 +1345,10 @@ protected override void OnAfterProp(PropertyGUIContext context, bool changed) } } - #endregion +#endregion } - #region MaterialPropertyDrawer +#region MaterialPropertyDrawer internal static class WFHeaderMenuController { @@ -1611,7 +1615,7 @@ public override void OnGUI(Rect position, MaterialProperty prop, GUIContent labe } } - #endregion +#endregion } #endif From 87650e64487a0c621c0bec1ddc75d57809a24f0e Mon Sep 17 00:00:00 2001 From: whiteflare Date: Tue, 14 Jun 2022 14:26:48 +0900 Subject: [PATCH 31/33] =?UTF-8?q?=E3=83=9E=E3=83=86=E3=83=AA=E3=82=A2?= =?UTF-8?q?=E3=83=AB=E3=82=92=E6=9C=80=E6=96=B0=E5=8C=96?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Examples/Gem_Assets/GemMaterials/BlackGem.mat | 3 ++- Examples/Gem_Assets/GemMaterials/GrayGem.mat | 3 ++- .../Gem_Assets/GemMaterials/LavenderGem.mat | 3 ++- .../Gem_Assets/GemMaterials/PurpleGem.mat | 3 ++- Examples/Gem_Assets/GemMaterials/RedGem.mat | 3 ++- .../Gem_Assets/GemMaterials/TurquoiseGem.mat | 3 ++- Examples/Gem_Assets/GemMaterials/WhiteGem.mat | 3 ++- .../GemMaterials/YellowAndBlueGem.mat | 3 ++- .../Materials/LightBlue.mat | 22 +++++++++++----- .../Materials/LightWhite.mat | 22 +++++++++++----- .../Materials/Metallic 1.mat | 22 +++++++++++----- .../Materials/SolidGreen.mat | 22 +++++++++++----- .../Materials/SolidRed.mat | 22 +++++++++++----- .../Materials/SolidWhite.mat | 22 +++++++++++----- .../Materials/SolidWhiteSmooth 1.mat | 22 +++++++++++----- .../Materials/Transparent.mat | 22 +++++++++++----- .../Materials/tex_armor 1.mat | 22 +++++++++++----- .../Materials/tex_body 1.mat | 22 +++++++++++----- .../Materials/tex_face 1.mat | 22 +++++++++++----- .../Materials/tex_faceoption 1.mat | 22 +++++++++++----- .../Materials/tex_hair 1.mat | 22 +++++++++++----- .../Materials/tex_photon 1.mat | 22 +++++++++++----- .../Materials/LightBlue.mat | 22 +++++++++++----- .../Materials/LightWhite.mat | 22 +++++++++++----- .../Materials/Metallic.mat | 22 +++++++++++----- .../Materials/SolidGreen.mat | 22 +++++++++++----- .../Materials/SolidRed.mat | 22 +++++++++++----- .../Materials/SolidWhite.mat | 22 +++++++++++----- .../Materials/SolidWhiteSmooth.mat | 22 +++++++++++----- .../Materials/Transparent.mat | 22 +++++++++++----- .../2a7s_2eroVRC/mat/tex_armor.mat | 22 +++++++++++----- .../2a7s_2eroVRC/mat/tex_body.mat | 22 +++++++++++----- .../2a7s_2eroVRC/mat/tex_face.mat | 22 +++++++++++----- .../2a7s_2eroVRC/mat/tex_faceoption.mat | 6 ++++- .../2a7s_2eroVRC/mat/tex_hair.mat | 22 +++++++++++----- .../2a7s_2eroVRC/mat/tex_photon.mat | 6 ++++- ...wf00_Basic_\346\250\231\346\272\226.asset" | 22 +++++++++++----- "Template/wf01_Skin_\350\202\214.asset" | 26 +++++++++++++------ "Template/wf02_Face_\351\241\224.asset" | 22 +++++++++++----- "Template/wf03_Hair_\351\253\252.asset" | 22 +++++++++++----- ...1_Metallic_\351\207\221\345\261\236.asset" | 22 +++++++++++----- ...f22_Rubber_\343\202\264\343\203\240.asset" | 22 +++++++++++----- ...343\203\225\343\202\241\343\203\274.asset" | 8 ++++-- .../wf24_Gem_\345\256\235\347\237\263.asset" | 2 +- ...wf25_Ghost_\345\271\275\351\234\212.asset" | 22 +++++++++++----- ...343\203\254\343\203\263\343\202\272.asset" | 22 +++++++++++----- 46 files changed, 579 insertions(+), 219 deletions(-) diff --git a/Examples/Gem_Assets/GemMaterials/BlackGem.mat b/Examples/Gem_Assets/GemMaterials/BlackGem.mat index 282abf6c..34ba69f1 100644 --- a/Examples/Gem_Assets/GemMaterials/BlackGem.mat +++ b/Examples/Gem_Assets/GemMaterials/BlackGem.mat @@ -46,6 +46,8 @@ Material: - _BumpScale: 1 - _CullMode: 2 - _CurrentVersion: 0 + - _FallBack: 0 + - _FlipMirror: 0 - _GB_BackCulllMode: 1 - _GB_Enable: 1 - _GF_BlendNormal: 0.1 @@ -72,7 +74,6 @@ Material: - _GR_Monochrome: 1 - _GR_Power: 1 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - _NM_FlipTangent: 0 - _UseVertexColor: 0 m_Colors: diff --git a/Examples/Gem_Assets/GemMaterials/GrayGem.mat b/Examples/Gem_Assets/GemMaterials/GrayGem.mat index 6b6aaf9e..5b5bb39c 100644 --- a/Examples/Gem_Assets/GemMaterials/GrayGem.mat +++ b/Examples/Gem_Assets/GemMaterials/GrayGem.mat @@ -46,6 +46,8 @@ Material: - _BumpScale: 1 - _CullMode: 2 - _CurrentVersion: 0 + - _FallBack: 0 + - _FlipMirror: 0 - _GB_BackCulllMode: 1 - _GB_Enable: 1 - _GF_BlendNormal: 0.1 @@ -72,7 +74,6 @@ Material: - _GR_Monochrome: 1 - _GR_Power: 1 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - _NM_FlipTangent: 0 - _UseVertexColor: 0 m_Colors: diff --git a/Examples/Gem_Assets/GemMaterials/LavenderGem.mat b/Examples/Gem_Assets/GemMaterials/LavenderGem.mat index 9881532a..77f10709 100644 --- a/Examples/Gem_Assets/GemMaterials/LavenderGem.mat +++ b/Examples/Gem_Assets/GemMaterials/LavenderGem.mat @@ -46,6 +46,8 @@ Material: - _BumpScale: 1 - _CullMode: 2 - _CurrentVersion: 0 + - _FallBack: 0 + - _FlipMirror: 0 - _GB_BackCulllMode: 1 - _GB_Enable: 1 - _GF_BlendNormal: 0.1 @@ -72,7 +74,6 @@ Material: - _GR_Monochrome: 1 - _GR_Power: 1 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - _NM_FlipTangent: 0 - _UseVertexColor: 0 m_Colors: diff --git a/Examples/Gem_Assets/GemMaterials/PurpleGem.mat b/Examples/Gem_Assets/GemMaterials/PurpleGem.mat index 5d758b4d..741af453 100644 --- a/Examples/Gem_Assets/GemMaterials/PurpleGem.mat +++ b/Examples/Gem_Assets/GemMaterials/PurpleGem.mat @@ -46,6 +46,8 @@ Material: - _BumpScale: 1 - _CullMode: 2 - _CurrentVersion: 0 + - _FallBack: 0 + - _FlipMirror: 0 - _GB_BackCulllMode: 1 - _GB_Enable: 1 - _GF_BlendNormal: 0.1 @@ -72,7 +74,6 @@ Material: - _GR_Monochrome: 1 - _GR_Power: 1 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - _NM_FlipTangent: 0 - _UseVertexColor: 0 m_Colors: diff --git a/Examples/Gem_Assets/GemMaterials/RedGem.mat b/Examples/Gem_Assets/GemMaterials/RedGem.mat index 8b8ff34d..2473da72 100644 --- a/Examples/Gem_Assets/GemMaterials/RedGem.mat +++ b/Examples/Gem_Assets/GemMaterials/RedGem.mat @@ -46,6 +46,8 @@ Material: - _BumpScale: 1 - _CullMode: 2 - _CurrentVersion: 0 + - _FallBack: 0 + - _FlipMirror: 0 - _GB_BackCulllMode: 1 - _GB_Enable: 1 - _GF_BlendNormal: 0.1 @@ -72,7 +74,6 @@ Material: - _GR_Monochrome: 1 - _GR_Power: 1 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - _NM_FlipTangent: 0 - _UseVertexColor: 0 m_Colors: diff --git a/Examples/Gem_Assets/GemMaterials/TurquoiseGem.mat b/Examples/Gem_Assets/GemMaterials/TurquoiseGem.mat index 2610d5b4..62e24f5c 100644 --- a/Examples/Gem_Assets/GemMaterials/TurquoiseGem.mat +++ b/Examples/Gem_Assets/GemMaterials/TurquoiseGem.mat @@ -46,6 +46,8 @@ Material: - _BumpScale: 1 - _CullMode: 2 - _CurrentVersion: 0 + - _FallBack: 0 + - _FlipMirror: 0 - _GB_BackCulllMode: 1 - _GB_Enable: 1 - _GF_BlendNormal: 0.1 @@ -72,7 +74,6 @@ Material: - _GR_Monochrome: 1 - _GR_Power: 1 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - _NM_FlipTangent: 0 - _UseVertexColor: 0 m_Colors: diff --git a/Examples/Gem_Assets/GemMaterials/WhiteGem.mat b/Examples/Gem_Assets/GemMaterials/WhiteGem.mat index 950cb6fd..79abaca2 100644 --- a/Examples/Gem_Assets/GemMaterials/WhiteGem.mat +++ b/Examples/Gem_Assets/GemMaterials/WhiteGem.mat @@ -46,6 +46,8 @@ Material: - _BumpScale: 1 - _CullMode: 2 - _CurrentVersion: 0 + - _FallBack: 0 + - _FlipMirror: 0 - _GB_BackCulllMode: 1 - _GB_Enable: 1 - _GF_BlendNormal: 0.1 @@ -72,7 +74,6 @@ Material: - _GR_Monochrome: 1 - _GR_Power: 1 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - _NM_FlipTangent: 0 - _UseVertexColor: 0 m_Colors: diff --git a/Examples/Gem_Assets/GemMaterials/YellowAndBlueGem.mat b/Examples/Gem_Assets/GemMaterials/YellowAndBlueGem.mat index cb8d91a5..a886e7e7 100644 --- a/Examples/Gem_Assets/GemMaterials/YellowAndBlueGem.mat +++ b/Examples/Gem_Assets/GemMaterials/YellowAndBlueGem.mat @@ -46,6 +46,8 @@ Material: - _BumpScale: 1 - _CullMode: 2 - _CurrentVersion: 0 + - _FallBack: 0 + - _FlipMirror: 0 - _GB_BackCulllMode: 1 - _GB_Enable: 1 - _GF_BlendNormal: 0.1 @@ -72,7 +74,6 @@ Material: - _GR_Monochrome: 1 - _GR_Power: 1 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - _NM_FlipTangent: 0 - _UseVertexColor: 0 m_Colors: diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/LightBlue.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/LightBlue.mat index fc698705..7b237b98 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/LightBlue.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/LightBlue.mat @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -127,6 +127,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -144,6 +145,7 @@ Material: - _ES_Shape: 3 - _ES_Sharpness: 1 - _ES_Speed: 2 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -158,6 +160,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -183,6 +187,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -197,12 +202,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -212,6 +216,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -221,13 +226,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 0 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/LightWhite.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/LightWhite.mat index 2da6ee90..85d7ecaa 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/LightWhite.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/LightWhite.mat @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -127,6 +127,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -144,6 +145,7 @@ Material: - _ES_Shape: 3 - _ES_Sharpness: 1 - _ES_Speed: 2 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -158,6 +160,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -183,6 +187,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -197,12 +202,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -212,6 +216,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -221,13 +226,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 0 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/Metallic 1.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/Metallic 1.mat index f3d03040..037bde4f 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/Metallic 1.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/Metallic 1.mat @@ -76,7 +76,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -128,6 +128,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -145,6 +146,7 @@ Material: - _ES_Shape: 3 - _ES_Sharpness: 1 - _ES_Speed: 2 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -159,6 +161,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 3 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -184,6 +188,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -198,12 +203,11 @@ Material: - _MT_ReflSmooth: 0.95 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -213,6 +217,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 1 - _TR_Feather: 0.05 @@ -222,13 +227,18 @@ Material: - _TR_PowerSide: 0.02 - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.5 + - _TS_1stFeather: 0 - _TS_2ndBorder: 0.3 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1.5 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/SolidGreen.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/SolidGreen.mat index d1c2b830..abc44812 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/SolidGreen.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/SolidGreen.mat @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -127,6 +127,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -144,6 +145,7 @@ Material: - _ES_Shape: 3 - _ES_Sharpness: 1 - _ES_Speed: 2 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -158,6 +160,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 3 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -183,6 +187,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -197,12 +202,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -212,6 +216,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -221,13 +226,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.5 + - _TS_1stFeather: 0 - _TS_2ndBorder: 0.3 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1.5 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/SolidRed.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/SolidRed.mat index 7933d928..34541063 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/SolidRed.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/SolidRed.mat @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -127,6 +127,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -144,6 +145,7 @@ Material: - _ES_Shape: 3 - _ES_Sharpness: 1 - _ES_Speed: 2 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -158,6 +160,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 3 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -183,6 +187,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -197,12 +202,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -212,6 +216,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -221,13 +226,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.5 + - _TS_1stFeather: 0 - _TS_2ndBorder: 0.3 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1.5 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/SolidWhite.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/SolidWhite.mat index 2267a45d..eb43b887 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/SolidWhite.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/SolidWhite.mat @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -127,6 +127,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -144,6 +145,7 @@ Material: - _ES_Shape: 3 - _ES_Sharpness: 1 - _ES_Speed: 2 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -158,6 +160,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 3 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -183,6 +187,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -197,12 +202,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -212,6 +216,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -221,13 +226,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.5 + - _TS_1stFeather: 0 - _TS_2ndBorder: 0.3 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1.5 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/SolidWhiteSmooth 1.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/SolidWhiteSmooth 1.mat index 58de1295..7129ed0e 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/SolidWhiteSmooth 1.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/SolidWhiteSmooth 1.mat @@ -76,7 +76,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -128,6 +128,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -145,6 +146,7 @@ Material: - _ES_Shape: 3 - _ES_Sharpness: 1 - _ES_Speed: 2 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -159,6 +161,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 3 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -184,6 +188,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -198,12 +203,11 @@ Material: - _MT_ReflSmooth: 0.95 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -213,6 +217,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 1 - _TR_Feather: 0.05 @@ -222,13 +227,18 @@ Material: - _TR_PowerSide: 0.02 - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.5 + - _TS_1stFeather: 0 - _TS_2ndBorder: 0.3 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1.5 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/Transparent.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/Transparent.mat index b4408789..1b4e8bf2 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/Transparent.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/Transparent.mat @@ -79,7 +79,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -136,6 +136,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -154,6 +155,7 @@ Material: - _ES_Shape: 3 - _ES_Sharpness: 1 - _ES_Speed: 2 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -168,6 +170,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -196,6 +200,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -210,12 +215,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -225,6 +229,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -234,13 +239,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 0 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/tex_armor 1.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/tex_armor 1.mat index aae644b6..82e6cd91 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/tex_armor 1.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/tex_armor 1.mat @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -127,6 +127,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -144,6 +145,7 @@ Material: - _ES_Shape: 3 - _ES_Sharpness: 1 - _ES_Speed: 2 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -158,6 +160,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -183,6 +187,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0.5 - _MT_CubemapPower: 1 @@ -197,12 +202,11 @@ Material: - _MT_ReflSmooth: 0.95 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -212,6 +216,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -221,13 +226,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/tex_body 1.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/tex_body 1.mat index 282193e7..4783eaf8 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/tex_body 1.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/tex_body 1.mat @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -127,6 +127,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -144,6 +145,7 @@ Material: - _ES_Shape: 3 - _ES_Sharpness: 1 - _ES_Speed: 2 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -158,6 +160,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - _HL_BlendNormal: 0 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -183,6 +187,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -197,12 +202,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -212,6 +216,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 1 - _TR_Feather: 0.05 @@ -221,13 +226,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/tex_face 1.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/tex_face 1.mat index 9571df0d..314b110a 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/tex_face 1.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/tex_face 1.mat @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -127,6 +127,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -144,6 +145,7 @@ Material: - _ES_Shape: 3 - _ES_Sharpness: 1 - _ES_Speed: 2 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -158,6 +160,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -183,6 +187,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -197,12 +202,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -212,6 +216,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -221,13 +226,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 1 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/tex_faceoption 1.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/tex_faceoption 1.mat index 8a05f661..d0dffdc3 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/tex_faceoption 1.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/tex_faceoption 1.mat @@ -79,7 +79,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -136,6 +136,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -154,6 +155,7 @@ Material: - _ES_Shape: 3 - _ES_Sharpness: 1 - _ES_Speed: 2 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -168,6 +170,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -196,6 +200,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -210,12 +215,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -225,6 +229,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -234,13 +239,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 1 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/tex_hair 1.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/tex_hair 1.mat index 5d3a1f39..d70f9188 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/tex_hair 1.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/tex_hair 1.mat @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -127,6 +127,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -144,6 +145,7 @@ Material: - _ES_Shape: 3 - _ES_Sharpness: 1 - _ES_Speed: 2 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -158,6 +160,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -183,6 +187,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -197,12 +202,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -212,6 +216,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 1 - _TR_Feather: 0.05 @@ -221,13 +226,18 @@ Material: - _TR_PowerSide: 0.05 - _TR_PowerTop: 0.01 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/tex_photon 1.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/tex_photon 1.mat index 7104c57e..ab4464d9 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/tex_photon 1.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/tex_photon 1.mat @@ -79,7 +79,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -136,6 +136,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -154,6 +155,7 @@ Material: - _ES_Shape: 0 - _ES_Sharpness: 1 - _ES_Speed: 2 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -168,6 +170,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -196,6 +200,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -210,12 +215,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -225,6 +229,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -234,13 +239,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 0 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToon_CornelBox_Assets/Materials/LightBlue.mat b/Examples/UnToon_CornelBox_Assets/Materials/LightBlue.mat index 28b7bccc..9b6e5344 100644 --- a/Examples/UnToon_CornelBox_Assets/Materials/LightBlue.mat +++ b/Examples/UnToon_CornelBox_Assets/Materials/LightBlue.mat @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -127,6 +127,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -150,6 +151,7 @@ Material: - _ES_Sharpness: 1 - _ES_Speed: 2 - _FallBack: 0 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -164,6 +166,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -189,6 +193,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -203,12 +208,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -218,6 +222,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -227,13 +232,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 0 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToon_CornelBox_Assets/Materials/LightWhite.mat b/Examples/UnToon_CornelBox_Assets/Materials/LightWhite.mat index 1381caa0..337d92a4 100644 --- a/Examples/UnToon_CornelBox_Assets/Materials/LightWhite.mat +++ b/Examples/UnToon_CornelBox_Assets/Materials/LightWhite.mat @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -127,6 +127,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -150,6 +151,7 @@ Material: - _ES_Sharpness: 1 - _ES_Speed: 2 - _FallBack: 0 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -164,6 +166,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -189,6 +193,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -203,12 +208,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -218,6 +222,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -227,13 +232,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 0 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToon_CornelBox_Assets/Materials/Metallic.mat b/Examples/UnToon_CornelBox_Assets/Materials/Metallic.mat index 80883927..251b8d0c 100644 --- a/Examples/UnToon_CornelBox_Assets/Materials/Metallic.mat +++ b/Examples/UnToon_CornelBox_Assets/Materials/Metallic.mat @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -139,6 +139,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -167,6 +168,7 @@ Material: - _FG_MaxDist: 0.8 - _FG_MinDist: 0.5 - _FallBack: 0 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -181,6 +183,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 5 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -206,6 +210,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -220,13 +225,12 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - _NM_FlipTangent: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -248,6 +252,7 @@ Material: - _TL_LineWidth: 0.05 - _TL_Z_Shift: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -257,13 +262,18 @@ Material: - _TR_PowerSide: 0.02 - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.5 + - _TS_1stFeather: 0 - _TS_2ndBorder: 0.3 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1.5 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToon_CornelBox_Assets/Materials/SolidGreen.mat b/Examples/UnToon_CornelBox_Assets/Materials/SolidGreen.mat index f0be1d4a..53a11244 100644 --- a/Examples/UnToon_CornelBox_Assets/Materials/SolidGreen.mat +++ b/Examples/UnToon_CornelBox_Assets/Materials/SolidGreen.mat @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -127,6 +127,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -151,6 +152,7 @@ Material: - _ES_Sharpness: 1 - _ES_Speed: 2 - _FallBack: 0 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -165,6 +167,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 3 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -190,6 +194,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -204,13 +209,12 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - _NM_FlipTangent: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -220,6 +224,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -229,13 +234,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.5 + - _TS_1stFeather: 0 - _TS_2ndBorder: 0.3 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1.5 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToon_CornelBox_Assets/Materials/SolidRed.mat b/Examples/UnToon_CornelBox_Assets/Materials/SolidRed.mat index 480a835d..f84b4cd2 100644 --- a/Examples/UnToon_CornelBox_Assets/Materials/SolidRed.mat +++ b/Examples/UnToon_CornelBox_Assets/Materials/SolidRed.mat @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -127,6 +127,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -151,6 +152,7 @@ Material: - _ES_Sharpness: 1 - _ES_Speed: 2 - _FallBack: 0 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -165,6 +167,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 3 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -190,6 +194,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -204,13 +209,12 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - _NM_FlipTangent: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -220,6 +224,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -229,13 +234,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.5 + - _TS_1stFeather: 0 - _TS_2ndBorder: 0.3 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1.5 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToon_CornelBox_Assets/Materials/SolidWhite.mat b/Examples/UnToon_CornelBox_Assets/Materials/SolidWhite.mat index 74d44848..da564ad7 100644 --- a/Examples/UnToon_CornelBox_Assets/Materials/SolidWhite.mat +++ b/Examples/UnToon_CornelBox_Assets/Materials/SolidWhite.mat @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -127,6 +127,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -151,6 +152,7 @@ Material: - _ES_Sharpness: 1 - _ES_Speed: 2 - _FallBack: 0 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -165,6 +167,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 3 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -190,6 +194,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -204,13 +209,12 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - _NM_FlipTangent: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -220,6 +224,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -229,13 +234,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.5 + - _TS_1stFeather: 0 - _TS_2ndBorder: 0.3 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1.5 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToon_CornelBox_Assets/Materials/SolidWhiteSmooth.mat b/Examples/UnToon_CornelBox_Assets/Materials/SolidWhiteSmooth.mat index 2194074d..99e15f37 100644 --- a/Examples/UnToon_CornelBox_Assets/Materials/SolidWhiteSmooth.mat +++ b/Examples/UnToon_CornelBox_Assets/Materials/SolidWhiteSmooth.mat @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -127,6 +127,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -151,6 +152,7 @@ Material: - _ES_Sharpness: 1 - _ES_Speed: 2 - _FallBack: 0 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -165,6 +167,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 5 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -190,6 +194,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -204,13 +209,12 @@ Material: - _MT_ReflSmooth: 0.95 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - _NM_FlipTangent: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -220,6 +224,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 1 - _TR_Feather: 0.05 @@ -229,13 +234,18 @@ Material: - _TR_PowerSide: 0.02 - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.5 + - _TS_1stFeather: 0 - _TS_2ndBorder: 0.3 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1.5 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToon_CornelBox_Assets/Materials/Transparent.mat b/Examples/UnToon_CornelBox_Assets/Materials/Transparent.mat index e41b61ee..c47e8f54 100644 --- a/Examples/UnToon_CornelBox_Assets/Materials/Transparent.mat +++ b/Examples/UnToon_CornelBox_Assets/Materials/Transparent.mat @@ -79,7 +79,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -136,6 +136,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -159,6 +160,7 @@ Material: - _ES_Sharpness: 1 - _ES_Speed: 2 - _FallBack: 0 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -173,6 +175,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -201,6 +205,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -215,12 +220,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -230,6 +234,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -239,13 +244,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 0 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_armor.mat b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_armor.mat index 0671edc8..a7e233ef 100644 --- a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_armor.mat +++ b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_armor.mat @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -127,6 +127,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -151,6 +152,7 @@ Material: - _ES_Sharpness: 1 - _ES_Speed: 2 - _FallBack: 0 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -165,6 +167,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -190,6 +194,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0.5 - _MT_CubemapPower: 1 @@ -204,13 +209,12 @@ Material: - _MT_ReflSmooth: 0.95 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - _NM_FlipTangent: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -220,6 +224,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -229,13 +234,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_body.mat b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_body.mat index 9c487236..a68c89fa 100644 --- a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_body.mat +++ b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_body.mat @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -139,6 +139,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -167,6 +168,7 @@ Material: - _FG_MaxDist: 0.8 - _FG_MinDist: 0.5 - _FallBack: 0 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -181,6 +183,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - _HL_BlendNormal: 0 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -206,6 +210,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -220,13 +225,12 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - _NM_FlipTangent: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -248,6 +252,7 @@ Material: - _TL_LineWidth: 0.05 - _TL_Z_Shift: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 1 - _TR_Feather: 0.05 @@ -257,13 +262,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_face.mat b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_face.mat index 3e4ee1d8..af4a1a5c 100644 --- a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_face.mat +++ b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_face.mat @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -139,6 +139,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -167,6 +168,7 @@ Material: - _FG_MaxDist: 0.8 - _FG_MinDist: 0.5 - _FallBack: 0 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -181,6 +183,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -206,6 +210,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -220,13 +225,12 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - _NM_FlipTangent: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -248,6 +252,7 @@ Material: - _TL_LineWidth: 0.05 - _TL_Z_Shift: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -257,13 +262,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 1 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_faceoption.mat b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_faceoption.mat index 7004424c..87607be2 100644 --- a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_faceoption.mat +++ b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_faceoption.mat @@ -120,13 +120,17 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 1 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_hair.mat b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_hair.mat index 438cf3e9..c9982b47 100644 --- a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_hair.mat +++ b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_hair.mat @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -139,6 +139,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -167,6 +168,7 @@ Material: - _FG_MaxDist: 0.8 - _FG_MinDist: 0.5 - _FallBack: 0 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -181,6 +183,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -206,6 +210,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -220,13 +225,12 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - _NM_FlipTangent: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -248,6 +252,7 @@ Material: - _TL_LineWidth: 0.05 - _TL_Z_Shift: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 1 - _TR_Feather: 0.05 @@ -257,13 +262,18 @@ Material: - _TR_PowerSide: 0.05 - _TR_PowerTop: 0.01 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_photon.mat b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_photon.mat index cc2b5539..71adcc84 100644 --- a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_photon.mat +++ b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_photon.mat @@ -120,13 +120,17 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.1 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 - _TS_Enable: 0 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git "a/Template/wf00_Basic_\346\250\231\346\272\226.asset" "b/Template/wf00_Basic_\346\250\231\346\272\226.asset" index 2d92d39d..e403338f 100644 --- "a/Template/wf00_Basic_\346\250\231\346\272\226.asset" +++ "b/Template/wf00_Basic_\346\250\231\346\272\226.asset" @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -127,6 +127,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -150,6 +151,7 @@ Material: - _ES_Sharpness: 1 - _ES_Speed: 2 - _FallBack: 0 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -164,6 +166,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -189,6 +193,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -203,12 +208,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -218,6 +222,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 1 - _TR_Feather: 0.05 @@ -227,13 +232,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git "a/Template/wf01_Skin_\350\202\214.asset" "b/Template/wf01_Skin_\350\202\214.asset" index 36b42845..fe1e65de 100644 --- "a/Template/wf01_Skin_\350\202\214.asset" +++ "b/Template/wf01_Skin_\350\202\214.asset" @@ -24,7 +24,7 @@ Material: m_PrefabAsset: {fileID: 0} m_Name: UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque m_Shader: {fileID: 4800000, guid: a5ae7f40ac53e274ea0bc1262e1f6895, type: 3} - m_ShaderKeywords: _GL_AUTO_ENABLE _NM_BL2ND_ENABLE _NM_ENABLE _TL_ENABLE _TR_ENABLE + m_ShaderKeywords: _GL_AUTO_ENABLE _NM_BL2ND_ENABLE _NS_ENABLE _TL_ENABLE _TR_ENABLE _TS_ENABLE _TS_STEP2_ENABLE m_LightmapFlags: 4 m_EnableInstancingVariants: 0 @@ -91,7 +91,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -151,6 +151,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -178,6 +179,7 @@ Material: - _FG_MaxDist: 0.8 - _FG_MinDist: 0.5 - _FallBack: 0 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -192,6 +194,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -217,6 +221,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -231,12 +236,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 1 - - _NM_2ndUVType: 0 - - _NM_Enable: 1 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 + - _NM_Enable: 0 - _NM_Power: 0 + - _NS_Enable: 1 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -253,6 +257,7 @@ Material: - _TL_LineWidth: 0.05 - _TL_Z_Shift: 0.005 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 1 - _TR_Feather: 0.05 @@ -262,13 +267,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git "a/Template/wf02_Face_\351\241\224.asset" "b/Template/wf02_Face_\351\241\224.asset" index e8cc9daa..1c10d981 100644 --- "a/Template/wf02_Face_\351\241\224.asset" +++ "b/Template/wf02_Face_\351\241\224.asset" @@ -90,7 +90,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -150,6 +150,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -177,6 +178,7 @@ Material: - _FG_MaxDist: 0.8 - _FG_MinDist: 0.5 - _FallBack: 0 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -191,6 +193,8 @@ Material: - _GL_LevelMin: 0.12499995 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -216,6 +220,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -230,12 +235,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -252,6 +256,7 @@ Material: - _TL_LineWidth: 0.05 - _TL_Z_Shift: 0.005 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -261,13 +266,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 1 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git "a/Template/wf03_Hair_\351\253\252.asset" "b/Template/wf03_Hair_\351\253\252.asset" index f6e610e2..38318c5e 100644 --- "a/Template/wf03_Hair_\351\253\252.asset" +++ "b/Template/wf03_Hair_\351\253\252.asset" @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -135,6 +135,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -162,6 +163,7 @@ Material: - _FG_MaxDist: 0.8 - _FG_MinDist: 0.5 - _FallBack: 0 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -176,6 +178,8 @@ Material: - _GL_LevelMin: 0.12499995 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -201,6 +205,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -215,12 +220,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -237,6 +241,7 @@ Material: - _TL_LineWidth: 0.05 - _TL_Z_Shift: 0.005 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 1 - _TR_Feather: 0.05 @@ -246,13 +251,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git "a/Template/wf21_Metallic_\351\207\221\345\261\236.asset" "b/Template/wf21_Metallic_\351\207\221\345\261\236.asset" index 33a90ffb..47188b09 100644 --- "a/Template/wf21_Metallic_\351\207\221\345\261\236.asset" +++ "b/Template/wf21_Metallic_\351\207\221\345\261\236.asset" @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -127,6 +127,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -150,6 +151,7 @@ Material: - _ES_Sharpness: 1 - _ES_Speed: 2 - _FallBack: 0 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -164,6 +166,8 @@ Material: - _GL_LevelMin: 0.12499995 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -189,6 +193,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0.2 - _MT_CubemapPower: 1 @@ -203,12 +208,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0.3 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -218,6 +222,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -227,13 +232,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git "a/Template/wf22_Rubber_\343\202\264\343\203\240.asset" "b/Template/wf22_Rubber_\343\202\264\343\203\240.asset" index 55fbd3ab..7e41c2cf 100644 --- "a/Template/wf22_Rubber_\343\202\264\343\203\240.asset" +++ "b/Template/wf22_Rubber_\343\202\264\343\203\240.asset" @@ -75,7 +75,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -127,6 +127,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -150,6 +151,7 @@ Material: - _ES_Sharpness: 1 - _ES_Speed: 2 - _FallBack: 0 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -164,6 +166,8 @@ Material: - _GL_LevelMin: 0.12499995 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 1 - _HL_CapType_1: 0 @@ -189,6 +193,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -203,12 +208,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 2 - _OL_CustomParam1: 0 - _OL_Enable: 1 @@ -218,6 +222,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -227,13 +232,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git "a/Template/wf23_Fur_\343\203\225\343\202\241\343\203\274.asset" "b/Template/wf23_Fur_\343\203\225\343\202\241\343\203\274.asset" index 3057a975..22daac0b 100644 --- "a/Template/wf23_Fur_\343\203\225\343\202\241\343\203\274.asset" +++ "b/Template/wf23_Fur_\343\203\225\343\202\241\343\203\274.asset" @@ -89,7 +89,6 @@ Material: - _DF_MaxDist: 0.08 - _DF_MinDist: 0.02 - _DF_Power: 1 - - _FR_FlipMirror: 0 - _FR_Height: 0.02 - _FR_Height2: 0.03 - _FR_InvMaskVal: 0 @@ -98,6 +97,7 @@ Material: - _FR_Repeat2: 2 - _FR_ShadowPower: 0.05 - _FallBack: 0 + - _FlipMirror: 0 - _GL_BlendPower: 0.8 - _GL_CastShadow: 1 - _GL_CustomAltitude: 45 @@ -129,13 +129,17 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 m_Colors: diff --git "a/Template/wf24_Gem_\345\256\235\347\237\263.asset" "b/Template/wf24_Gem_\345\256\235\347\237\263.asset" index 3b54799c..5e4e87aa 100644 --- "a/Template/wf24_Gem_\345\256\235\347\237\263.asset" +++ "b/Template/wf24_Gem_\345\256\235\347\237\263.asset" @@ -46,6 +46,7 @@ Material: - _BumpScale: 1 - _CurrentVersion: 0 - _FallBack: 0 + - _FlipMirror: 0 - _GB_BackCulllMode: 1 - _GB_Enable: 1 - _GF_BlendNormal: 0.1 @@ -72,7 +73,6 @@ Material: - _GR_Monochrome: 1 - _GR_Power: 1 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - _UseVertexColor: 0 m_Colors: - _Color: {r: 0.6952468, g: 0.64161134, b: 1, a: 1} diff --git "a/Template/wf25_Ghost_\345\271\275\351\234\212.asset" "b/Template/wf25_Ghost_\345\271\275\351\234\212.asset" index b661c1df..feecc9ab 100644 --- "a/Template/wf25_Ghost_\345\271\275\351\234\212.asset" +++ "b/Template/wf25_Ghost_\345\271\275\351\234\212.asset" @@ -71,7 +71,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -127,6 +127,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -145,6 +146,7 @@ Material: - _ES_Sharpness: 1 - _ES_Speed: 2 - _FallBack: 0 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -159,6 +161,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -175,6 +179,7 @@ Material: - _HL_Power: 1 - _HL_Power_1: 1 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -189,12 +194,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -204,6 +208,7 @@ Material: - _OL_VertColToDecal: 0 - _OL_VertColToMask: 0 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 1 - _TR_Feather: 0.05 @@ -213,13 +218,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 1 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 diff --git "a/Template/wf26_GlassLens_\343\202\254\343\203\251\343\202\271\343\203\254\343\203\263\343\202\272.asset" "b/Template/wf26_GlassLens_\343\202\254\343\203\251\343\202\271\343\203\254\343\203\263\343\202\272.asset" index f3a970e8..0d386b3f 100644 --- "a/Template/wf26_GlassLens_\343\202\254\343\203\251\343\202\271\343\203\254\343\203\263\343\202\272.asset" +++ "b/Template/wf26_GlassLens_\343\202\254\343\203\251\343\202\271\343\203\254\343\203\263\343\202\272.asset" @@ -94,7 +94,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _NM_2ndMaskTex: + - _NS_2ndMaskTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} @@ -150,6 +150,7 @@ Material: - _AO_UseGreenMap: 0 - _AO_UseLightMap: 1 - _BK_Enable: 0 + - _BK_UVType: 0 - _BumpScale: 1 - _CH_Enable: 0 - _CL_DeltaH: 0 @@ -174,6 +175,7 @@ Material: - _ES_Sharpness: 1 - _ES_Speed: 2 - _FallBack: 0 + - _FlipMirror: 0 - _GI_EmissionMultiplier: 1 - _GI_Enable: 0 - _GI_IndirectChroma: 1 @@ -188,6 +190,8 @@ Material: - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - _HL_BlendNormal: 0.1 + - _HL_BlendNormal2: 0.1 + - _HL_BlendNormal2_1: 0.1 - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 @@ -216,6 +220,7 @@ Material: - _LM_Spot: 2 - _LM_UVType: 0 - _MT_BlendNormal: 0.1 + - _MT_BlendNormal2: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -230,12 +235,11 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _NM_2ndType: 0 - - _NM_2ndUVType: 0 - _NM_Enable: 0 - - _NM_FlipMirror: 0 - - _NM_InvMaskVal: 0 - _NM_Power: 0.25 + - _NS_Enable: 0 + - _NS_InvMaskVal: 0 + - _NS_UVType: 0 - _OL_BlendType: 0 - _OL_CustomParam1: 0 - _OL_Enable: 0 @@ -249,6 +253,7 @@ Material: - _RF_Enable: 1 - _RF_RefractiveIndex: 1.53 - _TR_BlendNormal: 0 + - _TR_BlendNormal2: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -258,13 +263,18 @@ Material: - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 + - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 + - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 + - _TS_3rdFeather: 0.05 - _TS_BlendNormal: 0.1 + - _TS_BlendNormal2: 0.1 - _TS_Enable: 0 - - _TS_Feather: 0.05 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 + - _TS_MaxDist: 4 + - _TS_MinDist: 1 - _TS_Power: 1 - _TS_Steps: 2 - _UseVertexColor: 0 From cfbc7f5f3af15f894853d6a8324d353ed19fdd83 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Tue, 14 Jun 2022 14:27:08 +0900 Subject: [PATCH 32/33] =?UTF-8?q?=E6=9B=B4=E6=96=B0=E6=97=A5=E6=99=82?= =?UTF-8?q?=E3=82=92=E6=9B=B4=E6=96=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader | 2 +- Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader | 2 +- Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader | 2 +- Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader | 2 +- Shaders/URP/Unlit_WF_URP_Gem_Opaque.shader | 2 +- Shaders/URP/Unlit_WF_URP_Gem_Transparent.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader | 2 +- .../URP/Unlit_WF_URP_UnToon_Mobile_OutlineOnly_Opaque.shader | 2 +- .../Unlit_WF_URP_UnToon_Mobile_OutlineOnly_TransCutout.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader | 2 +- .../URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader | 2 +- .../URP/Unlit_WF_URP_UnToon_Mobile_TransparentOverlay.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_OutlineOnly_Opaque.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_OutlineOnly_TransCutout.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader | 2 +- Shaders/Unlit_WF_DebugView.shader | 2 +- Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader | 2 +- Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader | 2 +- Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader | 2 +- Shaders/Unlit_WF_FakeFur_Mix.shader | 2 +- Shaders/Unlit_WF_FakeFur_TransCutout.shader | 2 +- Shaders/Unlit_WF_FakeFur_Transparent.shader | 2 +- Shaders/Unlit_WF_Gem_Opaque.shader | 2 +- Shaders/Unlit_WF_Gem_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_LameOnly_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Hidden.shader | 2 +- Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_Mobile_TransparentOverlay.shader | 2 +- Shaders/Unlit_WF_UnToon_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_OutlineOnly_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_OutlineOnly_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent_MaskOut.shader | 2 +- Shaders/Unlit_WF_UnToon_Outline_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_Outline_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader | 2 +- Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader | 2 +- .../Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader | 2 +- Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader | 2 +- Shaders/Unlit_WF_UnToon_Tess_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_Tess_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader | 2 +- Shaders/Unlit_WF_UnToon_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_Transparent3Pass.shader | 2 +- Shaders/Unlit_WF_UnToon_Transparent_Mask.shader | 2 +- Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader | 2 +- Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader | 2 +- Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader | 2 +- Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader | 2 +- Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader | 2 +- Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader | 2 +- .../Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader | 2 +- version.json | 2 +- 85 files changed, 85 insertions(+), 85 deletions(-) diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader index 2ab756f7..1a1a7427 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader @@ -116,7 +116,7 @@ Shader "UnlitWF_URP/WF_FakeFur_FurOnly_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader index e53aec9d..2a92061c 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader @@ -113,7 +113,7 @@ Shader "UnlitWF_URP/WF_FakeFur_FurOnly_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader index af47a44e..5180ca3f 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader @@ -171,7 +171,7 @@ Shader "UnlitWF_URP/WF_FakeFur_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader index c839ca89..c18c0f5b 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader @@ -168,7 +168,7 @@ Shader "UnlitWF_URP/WF_FakeFur_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_Gem_Opaque.shader b/Shaders/URP/Unlit_WF_URP_Gem_Opaque.shader index a4ec88ea..87c48748 100644 --- a/Shaders/URP/Unlit_WF_URP_Gem_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_Gem_Opaque.shader @@ -81,7 +81,7 @@ Shader "UnlitWF_URP/WF_Gem_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_Gem_Transparent.shader b/Shaders/URP/Unlit_WF_URP_Gem_Transparent.shader index 5716ef05..168b219d 100644 --- a/Shaders/URP/Unlit_WF_URP_Gem_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_Gem_Transparent.shader @@ -97,7 +97,7 @@ Shader "UnlitWF_URP/WF_Gem_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader index 6b3865ad..df84ac86 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader @@ -190,7 +190,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_OutlineOnly_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_OutlineOnly_Opaque.shader index 9a7c4787..486d52e7 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_OutlineOnly_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_OutlineOnly_Opaque.shader @@ -64,7 +64,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_OutlineOnly_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_OutlineOnly_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_OutlineOnly_TransCutout.shader index 58411a6b..10fccb7c 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_OutlineOnly_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_OutlineOnly_TransCutout.shader @@ -76,7 +76,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_OutlineOnly_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader index 1c27535e..657c4488 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader @@ -201,7 +201,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader index 6a3fd8a2..02cfb434 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader @@ -203,7 +203,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader index 07dc7661..d56848c9 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader @@ -188,7 +188,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader index e1e09b87..49202615 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader @@ -193,7 +193,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransparentOverlay.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransparentOverlay.shader index a6557d75..378260fe 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransparentOverlay.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransparentOverlay.shader @@ -85,7 +85,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_TransparentOverlay" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader index f0752a46..7f1d57dd 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader @@ -323,7 +323,7 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_OutlineOnly_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_OutlineOnly_Opaque.shader index 0b6bc13b..82258580 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_OutlineOnly_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_OutlineOnly_Opaque.shader @@ -66,7 +66,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_OutlineOnly_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_OutlineOnly_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_OutlineOnly_TransCutout.shader index 326274d3..08e1f835 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_OutlineOnly_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_OutlineOnly_TransCutout.shader @@ -78,7 +78,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_OutlineOnly_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader index 0591ef0a..2b1d4eef 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader @@ -340,7 +340,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader index f08118a1..29b36d69 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader @@ -352,7 +352,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader index d4e96cda..aa204b85 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader @@ -335,7 +335,7 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader index 8efd7464..648163e7 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader @@ -344,7 +344,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader index 0e809b6c..252553e1 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader @@ -348,7 +348,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader index 7c072b40..fd5d6bd1 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader @@ -348,7 +348,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/Unlit_WF_DebugView.shader b/Shaders/Unlit_WF_DebugView.shader index 57c16527..4ad580bf 100644 --- a/Shaders/Unlit_WF_DebugView.shader +++ b/Shaders/Unlit_WF_DebugView.shader @@ -59,7 +59,7 @@ Shader "UnlitWF/Debug/WF_DebugView" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader index 8886cad1..02ae3a5c 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader @@ -130,7 +130,7 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Mix" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader index 14870c16..62c408c4 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader @@ -126,7 +126,7 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader index f2bf626f..a8ab4b02 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader @@ -123,7 +123,7 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/Unlit_WF_FakeFur_Mix.shader b/Shaders/Unlit_WF_FakeFur_Mix.shader index dbfa264c..185ef572 100644 --- a/Shaders/Unlit_WF_FakeFur_Mix.shader +++ b/Shaders/Unlit_WF_FakeFur_Mix.shader @@ -181,7 +181,7 @@ Shader "UnlitWF/WF_FakeFur_Mix" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_FakeFur_TransCutout.shader b/Shaders/Unlit_WF_FakeFur_TransCutout.shader index 32de1edf..9017021c 100644 --- a/Shaders/Unlit_WF_FakeFur_TransCutout.shader +++ b/Shaders/Unlit_WF_FakeFur_TransCutout.shader @@ -177,7 +177,7 @@ Shader "UnlitWF/WF_FakeFur_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_FakeFur_Transparent.shader b/Shaders/Unlit_WF_FakeFur_Transparent.shader index 4dc971e8..2db7681d 100644 --- a/Shaders/Unlit_WF_FakeFur_Transparent.shader +++ b/Shaders/Unlit_WF_FakeFur_Transparent.shader @@ -174,7 +174,7 @@ Shader "UnlitWF/WF_FakeFur_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_Gem_Opaque.shader b/Shaders/Unlit_WF_Gem_Opaque.shader index fedf74da..b1ce060e 100644 --- a/Shaders/Unlit_WF_Gem_Opaque.shader +++ b/Shaders/Unlit_WF_Gem_Opaque.shader @@ -81,7 +81,7 @@ Shader "UnlitWF/WF_Gem_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_Gem_Transparent.shader b/Shaders/Unlit_WF_Gem_Transparent.shader index 06c77ba8..ce85f40a 100644 --- a/Shaders/Unlit_WF_Gem_Transparent.shader +++ b/Shaders/Unlit_WF_Gem_Transparent.shader @@ -105,7 +105,7 @@ Shader "UnlitWF/WF_Gem_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader index 057f675a..2f5b0497 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader @@ -166,7 +166,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Addition" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader index 9b524472..28e0df3f 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader @@ -342,7 +342,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader index a1301b78..1531887e 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader @@ -354,7 +354,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader index 0f677550..07aaaea3 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader @@ -359,7 +359,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader index 41f2ab69..0e989c8d 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader @@ -312,7 +312,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_LameOnly_Transparent.shader b/Shaders/Unlit_WF_UnToon_Custom_LameOnly_Transparent.shader index 0066f72b..8a2645d5 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_LameOnly_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_LameOnly_Transparent.shader @@ -75,7 +75,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_LameOnly_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader index 46a586c3..d23a6d01 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader @@ -338,7 +338,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader index fbd99ab4..a02bc955 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader @@ -341,7 +341,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader index 1634d018..a9e70b238 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader @@ -326,7 +326,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_PowerCap_Outline_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader index a552d197..df10203d 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader @@ -345,7 +345,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/WF_UnToon_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Hidden.shader b/Shaders/Unlit_WF_UnToon_Hidden.shader index 2c9b0833..38b446b8 100644 --- a/Shaders/Unlit_WF_UnToon_Hidden.shader +++ b/Shaders/Unlit_WF_UnToon_Hidden.shader @@ -19,7 +19,7 @@ Shader "Hidden/UnlitWF/WF_UnToon_Hidden" { Properties { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader index c0f37d15..f8869ac7 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader @@ -188,7 +188,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_Opaque.shader index 967597e3..2649ab92 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_Opaque.shader @@ -62,7 +62,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_OutlineOnly_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_TransCutout.shader index 686d74e3..3aaf3346 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_TransCutout.shader @@ -74,7 +74,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_OutlineOnly_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader index 3ed4e897..6589d850 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader @@ -203,7 +203,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader index ea4794f4..b68f068f 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader @@ -201,7 +201,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader index 08fc5798..ccc13eb8 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader @@ -186,7 +186,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader index d3fd2ff9..90be2e1e 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader @@ -191,7 +191,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/Unlit_WF_UnToon_Mobile_TransparentOverlay.shader b/Shaders/Unlit_WF_UnToon_Mobile_TransparentOverlay.shader index 510d15a7..d1bf0605 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_TransparentOverlay.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_TransparentOverlay.shader @@ -85,7 +85,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransparentOverlay" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/Unlit_WF_UnToon_Opaque.shader b/Shaders/Unlit_WF_UnToon_Opaque.shader index 2bc54c95..8182991b 100644 --- a/Shaders/Unlit_WF_UnToon_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Opaque.shader @@ -333,7 +333,7 @@ Shader "UnlitWF/WF_UnToon_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_OutlineOnly_Opaque.shader b/Shaders/Unlit_WF_UnToon_OutlineOnly_Opaque.shader index 0360c476..cc8c3024 100644 --- a/Shaders/Unlit_WF_UnToon_OutlineOnly_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_OutlineOnly_Opaque.shader @@ -76,7 +76,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_OutlineOnly_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_OutlineOnly_TransCutout.shader b/Shaders/Unlit_WF_UnToon_OutlineOnly_TransCutout.shader index d897c54d..16e77a95 100644 --- a/Shaders/Unlit_WF_UnToon_OutlineOnly_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_OutlineOnly_TransCutout.shader @@ -88,7 +88,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_OutlineOnly_TransCutout", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent.shader b/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent.shader index 073dfb26..1efd3187 100644 --- a/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent.shader @@ -87,7 +87,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent_MaskOut.shader index a5e0bfbc..5af608be 100644 --- a/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent_MaskOut.shader @@ -92,7 +92,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_Transparent_MaskOut" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 } SubShader { diff --git a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader index 5e76acea..504c4d4c 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader @@ -362,7 +362,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader index 8512750c..e6dd48f2 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader @@ -374,7 +374,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader index 30a8d385..d206842f 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader @@ -381,7 +381,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader index 7d20019f..7c294446 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader @@ -384,7 +384,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader index e1b8ab3d..0f526a71 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader @@ -385,7 +385,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader index 5e0fca77..9cb04e07 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader @@ -386,7 +386,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader index 39f44736..d4f27c9f 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader @@ -357,7 +357,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader index 156c8f06..806efcfa 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader @@ -369,7 +369,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader index 6d213b53..cd50848e 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader @@ -386,7 +386,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader index 5c132577..99bcae4a 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader @@ -387,7 +387,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader index dd8163db..f33391a7 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader @@ -372,7 +372,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader index 50d932a4..abc6c872 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader @@ -384,7 +384,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader index 1d1e3019..d1d5bb6c 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader @@ -376,7 +376,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader index ba01e503..0ceef52a 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader @@ -394,7 +394,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TransCutout.shader index b0735292..eac5f319 100644 --- a/Shaders/Unlit_WF_UnToon_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TransCutout.shader @@ -345,7 +345,7 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Transparent.shader b/Shaders/Unlit_WF_UnToon_Transparent.shader index ee3ec970..9568fc8e 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent.shader @@ -352,7 +352,7 @@ Shader "UnlitWF/WF_UnToon_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader index 48524e5d..fc8017ba 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader @@ -353,7 +353,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader index 4654d7b8..b156e8f2 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader @@ -356,7 +356,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader index fcd41ab0..b79d4467 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader @@ -356,7 +356,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader index 401f3c14..f0e5c960 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader @@ -357,7 +357,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader b/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader index 834a9a5d..9ceaa78b 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Refracted.shader @@ -360,7 +360,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Refracted" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader index efe598c2..df422f01 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader @@ -305,7 +305,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader index a72983f1..aa363388 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader @@ -317,7 +317,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader index 6f87c6ee..5630b171 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader @@ -322,7 +322,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader index 846dd0e0..8ac2dfe9 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader @@ -325,7 +325,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader index d03b3607..d9cfd2ba 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader @@ -309,7 +309,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader index 0bc8f805..f0677910 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader @@ -326,7 +326,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader index 83d55c8b..908eefa1 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader @@ -327,7 +327,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2022/05/29", Float) = 0 + _CurrentVersion ("2022/06/15", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/version.json b/version.json index 26703ec3..b5d73fdc 100644 --- a/version.json +++ b/version.json @@ -1 +1 @@ -{ "latestVersion": "2022/05/29", "downloadPage": "/releases/tag/Unlit_WF_ShaderSuite_20220529" } \ No newline at end of file +{ "latestVersion": "2022/06/15", "downloadPage": "/releases/tag/Unlit_WF_ShaderSuite_20220615" } \ No newline at end of file From 02cbb882d677272fea8dc36d39fedafca31bbf57 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Tue, 14 Jun 2022 14:32:07 +0900 Subject: [PATCH 33/33] =?UTF-8?q?=E3=83=9E=E3=83=86=E3=83=AA=E3=82=A2?= =?UTF-8?q?=E3=83=AB=E3=82=92=E3=82=AF=E3=83=AA=E3=83=B3=E3=83=8A=E3=83=83?= =?UTF-8?q?=E3=83=97?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Examples/Gem_Assets/GemMaterials/BlackGem.mat | 2 -- Examples/Gem_Assets/GemMaterials/GrayGem.mat | 2 -- Examples/Gem_Assets/GemMaterials/LavenderGem.mat | 2 -- Examples/Gem_Assets/GemMaterials/PurpleGem.mat | 2 -- Examples/Gem_Assets/GemMaterials/RedGem.mat | 2 -- Examples/Gem_Assets/GemMaterials/TurquoiseGem.mat | 2 -- Examples/Gem_Assets/GemMaterials/WhiteGem.mat | 2 -- Examples/Gem_Assets/GemMaterials/YellowAndBlueGem.mat | 2 -- .../UnToonURP_CornelBox_Assets/Materials/LightBlue.mat | 2 +- .../UnToonURP_CornelBox_Assets/Materials/LightWhite.mat | 2 +- .../UnToonURP_CornelBox_Assets/Materials/SolidGreen.mat | 2 +- .../UnToonURP_CornelBox_Assets/Materials/SolidRed.mat | 2 +- .../UnToonURP_CornelBox_Assets/Materials/SolidWhite.mat | 2 +- .../UnToonURP_CornelBox_Assets/Materials/Transparent.mat | 2 +- .../UnToonURP_CornelBox_Assets/Materials/tex_armor 1.mat | 2 +- .../UnToonURP_CornelBox_Assets/Materials/tex_face 1.mat | 2 +- .../Materials/tex_faceoption 1.mat | 2 +- .../Materials/tex_photon 1.mat | 2 +- Examples/UnToon_CornelBox_Assets/Materials/LightBlue.mat | 2 +- .../UnToon_CornelBox_Assets/Materials/LightWhite.mat | 2 +- Examples/UnToon_CornelBox_Assets/Materials/Metallic.mat | 9 +++------ .../UnToon_CornelBox_Assets/Materials/SolidGreen.mat | 4 +--- Examples/UnToon_CornelBox_Assets/Materials/SolidRed.mat | 4 +--- .../UnToon_CornelBox_Assets/Materials/SolidWhite.mat | 4 +--- .../Materials/SolidWhiteSmooth.mat | 2 -- .../UnToon_CornelBox_Assets/Materials/Transparent.mat | 2 +- .../UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_armor.mat | 4 +--- .../UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_body.mat | 3 --- .../UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_face.mat | 5 +---- .../2a7s_2eroVRC/mat/tex_faceoption.mat | 7 +------ .../UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_hair.mat | 3 --- .../UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_photon.mat | 7 +------ "Template/wf01_Skin_\350\202\214.asset" | 5 ++--- .../wf23_Fur_\343\203\225\343\202\241\343\203\274.asset" | 4 ---- 34 files changed, 25 insertions(+), 78 deletions(-) diff --git a/Examples/Gem_Assets/GemMaterials/BlackGem.mat b/Examples/Gem_Assets/GemMaterials/BlackGem.mat index 34ba69f1..f38a9385 100644 --- a/Examples/Gem_Assets/GemMaterials/BlackGem.mat +++ b/Examples/Gem_Assets/GemMaterials/BlackGem.mat @@ -44,7 +44,6 @@ Material: - _AlphaBack: 0.8 - _AlphaFront: 0.5 - _BumpScale: 1 - - _CullMode: 2 - _CurrentVersion: 0 - _FallBack: 0 - _FlipMirror: 0 @@ -74,7 +73,6 @@ Material: - _GR_Monochrome: 1 - _GR_Power: 1 - _NM_Enable: 0 - - _NM_FlipTangent: 0 - _UseVertexColor: 0 m_Colors: - _Color: {r: 0.045542486, g: 0.04282353, b: 0.050980393, a: 1} diff --git a/Examples/Gem_Assets/GemMaterials/GrayGem.mat b/Examples/Gem_Assets/GemMaterials/GrayGem.mat index 5b5bb39c..46857dbe 100644 --- a/Examples/Gem_Assets/GemMaterials/GrayGem.mat +++ b/Examples/Gem_Assets/GemMaterials/GrayGem.mat @@ -44,7 +44,6 @@ Material: - _AlphaBack: 0.8 - _AlphaFront: 0.5 - _BumpScale: 1 - - _CullMode: 2 - _CurrentVersion: 0 - _FallBack: 0 - _FlipMirror: 0 @@ -74,7 +73,6 @@ Material: - _GR_Monochrome: 1 - _GR_Power: 1 - _NM_Enable: 0 - - _NM_FlipTangent: 0 - _UseVertexColor: 0 m_Colors: - _Color: {r: 0.385, g: 0.385, b: 0.385, a: 1} diff --git a/Examples/Gem_Assets/GemMaterials/LavenderGem.mat b/Examples/Gem_Assets/GemMaterials/LavenderGem.mat index 77f10709..9db0d2b2 100644 --- a/Examples/Gem_Assets/GemMaterials/LavenderGem.mat +++ b/Examples/Gem_Assets/GemMaterials/LavenderGem.mat @@ -44,7 +44,6 @@ Material: - _AlphaBack: 0.8 - _AlphaFront: 0.5 - _BumpScale: 1 - - _CullMode: 2 - _CurrentVersion: 0 - _FallBack: 0 - _FlipMirror: 0 @@ -74,7 +73,6 @@ Material: - _GR_Monochrome: 1 - _GR_Power: 1 - _NM_Enable: 0 - - _NM_FlipTangent: 0 - _UseVertexColor: 0 m_Colors: - _Color: {r: 0.6952468, g: 0.64161134, b: 1, a: 1} diff --git a/Examples/Gem_Assets/GemMaterials/PurpleGem.mat b/Examples/Gem_Assets/GemMaterials/PurpleGem.mat index 741af453..ade26766 100644 --- a/Examples/Gem_Assets/GemMaterials/PurpleGem.mat +++ b/Examples/Gem_Assets/GemMaterials/PurpleGem.mat @@ -44,7 +44,6 @@ Material: - _AlphaBack: 0.8 - _AlphaFront: 0.5 - _BumpScale: 1 - - _CullMode: 2 - _CurrentVersion: 0 - _FallBack: 0 - _FlipMirror: 0 @@ -74,7 +73,6 @@ Material: - _GR_Monochrome: 1 - _GR_Power: 1 - _NM_Enable: 0 - - _NM_FlipTangent: 0 - _UseVertexColor: 0 m_Colors: - _Color: {r: 1, g: 0.419708, b: 0.52527535, a: 1} diff --git a/Examples/Gem_Assets/GemMaterials/RedGem.mat b/Examples/Gem_Assets/GemMaterials/RedGem.mat index 2473da72..14fa5bc3 100644 --- a/Examples/Gem_Assets/GemMaterials/RedGem.mat +++ b/Examples/Gem_Assets/GemMaterials/RedGem.mat @@ -44,7 +44,6 @@ Material: - _AlphaBack: 0.8 - _AlphaFront: 0.5 - _BumpScale: 1 - - _CullMode: 2 - _CurrentVersion: 0 - _FallBack: 0 - _FlipMirror: 0 @@ -74,7 +73,6 @@ Material: - _GR_Monochrome: 1 - _GR_Power: 1 - _NM_Enable: 0 - - _NM_FlipTangent: 0 - _UseVertexColor: 0 m_Colors: - _Color: {r: 1.2, g: 0.2, b: 0.2, a: 1} diff --git a/Examples/Gem_Assets/GemMaterials/TurquoiseGem.mat b/Examples/Gem_Assets/GemMaterials/TurquoiseGem.mat index 62e24f5c..4730bf2c 100644 --- a/Examples/Gem_Assets/GemMaterials/TurquoiseGem.mat +++ b/Examples/Gem_Assets/GemMaterials/TurquoiseGem.mat @@ -44,7 +44,6 @@ Material: - _AlphaBack: 0.8 - _AlphaFront: 0.5 - _BumpScale: 1 - - _CullMode: 2 - _CurrentVersion: 0 - _FallBack: 0 - _FlipMirror: 0 @@ -74,7 +73,6 @@ Material: - _GR_Monochrome: 1 - _GR_Power: 1 - _NM_Enable: 0 - - _NM_FlipTangent: 0 - _UseVertexColor: 0 m_Colors: - _Color: {r: 0.61931795, g: 0.9435569, b: 0.8464332, a: 1} diff --git a/Examples/Gem_Assets/GemMaterials/WhiteGem.mat b/Examples/Gem_Assets/GemMaterials/WhiteGem.mat index 79abaca2..70eedd79 100644 --- a/Examples/Gem_Assets/GemMaterials/WhiteGem.mat +++ b/Examples/Gem_Assets/GemMaterials/WhiteGem.mat @@ -44,7 +44,6 @@ Material: - _AlphaBack: 0.8 - _AlphaFront: 0.5 - _BumpScale: 1 - - _CullMode: 2 - _CurrentVersion: 0 - _FallBack: 0 - _FlipMirror: 0 @@ -74,7 +73,6 @@ Material: - _GR_Monochrome: 1 - _GR_Power: 1 - _NM_Enable: 0 - - _NM_FlipTangent: 0 - _UseVertexColor: 0 m_Colors: - _Color: {r: 1, g: 1, b: 1, a: 1} diff --git a/Examples/Gem_Assets/GemMaterials/YellowAndBlueGem.mat b/Examples/Gem_Assets/GemMaterials/YellowAndBlueGem.mat index a886e7e7..6bdcf0db 100644 --- a/Examples/Gem_Assets/GemMaterials/YellowAndBlueGem.mat +++ b/Examples/Gem_Assets/GemMaterials/YellowAndBlueGem.mat @@ -44,7 +44,6 @@ Material: - _AlphaBack: 0.4 - _AlphaFront: 0.5 - _BumpScale: 1 - - _CullMode: 2 - _CurrentVersion: 0 - _FallBack: 0 - _FlipMirror: 0 @@ -74,7 +73,6 @@ Material: - _GR_Monochrome: 1 - _GR_Power: 1 - _NM_Enable: 0 - - _NM_FlipTangent: 0 - _UseVertexColor: 0 m_Colors: - _Color: {r: 0.8, g: 0.3982159, b: 0.14559999, a: 1} diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/LightBlue.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/LightBlue.mat index 7b237b98..dd44b4ba 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/LightBlue.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/LightBlue.mat @@ -224,7 +224,7 @@ Material: - _TR_Power: 1 - _TR_PowerBottom: 0.1 - _TR_PowerSide: 0.1 - - _TR_PowerTop: 0.1 + - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/LightWhite.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/LightWhite.mat index 85d7ecaa..28e5e458 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/LightWhite.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/LightWhite.mat @@ -224,7 +224,7 @@ Material: - _TR_Power: 1 - _TR_PowerBottom: 0.1 - _TR_PowerSide: 0.1 - - _TR_PowerTop: 0.1 + - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/SolidGreen.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/SolidGreen.mat index abc44812..2a31543b 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/SolidGreen.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/SolidGreen.mat @@ -224,7 +224,7 @@ Material: - _TR_Power: 1 - _TR_PowerBottom: 0.1 - _TR_PowerSide: 0.1 - - _TR_PowerTop: 0.1 + - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.5 - _TS_1stFeather: 0 - _TS_2ndBorder: 0.3 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/SolidRed.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/SolidRed.mat index 34541063..698f0c2b 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/SolidRed.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/SolidRed.mat @@ -224,7 +224,7 @@ Material: - _TR_Power: 1 - _TR_PowerBottom: 0.1 - _TR_PowerSide: 0.1 - - _TR_PowerTop: 0.1 + - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.5 - _TS_1stFeather: 0 - _TS_2ndBorder: 0.3 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/SolidWhite.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/SolidWhite.mat index eb43b887..a6cc8691 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/SolidWhite.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/SolidWhite.mat @@ -224,7 +224,7 @@ Material: - _TR_Power: 1 - _TR_PowerBottom: 0.1 - _TR_PowerSide: 0.1 - - _TR_PowerTop: 0.1 + - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.5 - _TS_1stFeather: 0 - _TS_2ndBorder: 0.3 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/Transparent.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/Transparent.mat index 1b4e8bf2..6c3fe66f 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/Transparent.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/Transparent.mat @@ -237,7 +237,7 @@ Material: - _TR_Power: 1 - _TR_PowerBottom: 0.1 - _TR_PowerSide: 0.1 - - _TR_PowerTop: 0.1 + - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/tex_armor 1.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/tex_armor 1.mat index 82e6cd91..188809e2 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/tex_armor 1.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/tex_armor 1.mat @@ -224,7 +224,7 @@ Material: - _TR_Power: 1 - _TR_PowerBottom: 0.1 - _TR_PowerSide: 0.1 - - _TR_PowerTop: 0.1 + - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/tex_face 1.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/tex_face 1.mat index 314b110a..e9c04eb4 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/tex_face 1.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/tex_face 1.mat @@ -224,7 +224,7 @@ Material: - _TR_Power: 1 - _TR_PowerBottom: 0.1 - _TR_PowerSide: 0.1 - - _TR_PowerTop: 0.1 + - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/tex_faceoption 1.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/tex_faceoption 1.mat index d0dffdc3..6d82e7c2 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/tex_faceoption 1.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/tex_faceoption 1.mat @@ -237,7 +237,7 @@ Material: - _TR_Power: 1 - _TR_PowerBottom: 0.1 - _TR_PowerSide: 0.1 - - _TR_PowerTop: 0.1 + - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 diff --git a/Examples/UnToonURP_CornelBox_Assets/Materials/tex_photon 1.mat b/Examples/UnToonURP_CornelBox_Assets/Materials/tex_photon 1.mat index ab4464d9..2d6cec5d 100644 --- a/Examples/UnToonURP_CornelBox_Assets/Materials/tex_photon 1.mat +++ b/Examples/UnToonURP_CornelBox_Assets/Materials/tex_photon 1.mat @@ -237,7 +237,7 @@ Material: - _TR_Power: 1 - _TR_PowerBottom: 0.1 - _TR_PowerSide: 0.1 - - _TR_PowerTop: 0.1 + - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 diff --git a/Examples/UnToon_CornelBox_Assets/Materials/LightBlue.mat b/Examples/UnToon_CornelBox_Assets/Materials/LightBlue.mat index 9b6e5344..2b1dec4e 100644 --- a/Examples/UnToon_CornelBox_Assets/Materials/LightBlue.mat +++ b/Examples/UnToon_CornelBox_Assets/Materials/LightBlue.mat @@ -230,7 +230,7 @@ Material: - _TR_Power: 1 - _TR_PowerBottom: 0.1 - _TR_PowerSide: 0.1 - - _TR_PowerTop: 0.1 + - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 diff --git a/Examples/UnToon_CornelBox_Assets/Materials/LightWhite.mat b/Examples/UnToon_CornelBox_Assets/Materials/LightWhite.mat index 337d92a4..0ba0e790 100644 --- a/Examples/UnToon_CornelBox_Assets/Materials/LightWhite.mat +++ b/Examples/UnToon_CornelBox_Assets/Materials/LightWhite.mat @@ -230,7 +230,7 @@ Material: - _TR_Power: 1 - _TR_PowerBottom: 0.1 - _TR_PowerSide: 0.1 - - _TR_PowerTop: 0.1 + - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 diff --git a/Examples/UnToon_CornelBox_Assets/Materials/Metallic.mat b/Examples/UnToon_CornelBox_Assets/Materials/Metallic.mat index 251b8d0c..0de16617 100644 --- a/Examples/UnToon_CornelBox_Assets/Materials/Metallic.mat +++ b/Examples/UnToon_CornelBox_Assets/Materials/Metallic.mat @@ -155,7 +155,6 @@ Material: - _DF_MinDist: 0.02 - _DF_Power: 1 - _DetailNormalMapScale: 0.4 - - _ES_BakeIntensity: 1 - _ES_BlendType: 0 - _ES_DirType: 0 - _ES_Enable: 0 @@ -226,7 +225,6 @@ Material: - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - _NM_Enable: 0 - - _NM_FlipTangent: 0 - _NM_Power: 0.25 - _NS_Enable: 0 - _NS_InvMaskVal: 0 @@ -248,7 +246,6 @@ Material: - _TL_BlendCustom: 0 - _TL_Enable: 0 - _TL_InvMaskVal: 0 - - _TL_LineType: 0 - _TL_LineWidth: 0.05 - _TL_Z_Shift: 0 - _TR_BlendNormal: 0 @@ -258,8 +255,8 @@ Material: - _TR_Feather: 0.05 - _TR_InvMaskVal: 0 - _TR_Power: 1 - - _TR_PowerBottom: 0 - - _TR_PowerSide: 0.02 + - _TR_PowerBottom: 0.1 + - _TR_PowerSide: 0.1 - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.5 - _TS_1stFeather: 0 @@ -300,7 +297,7 @@ Material: - _OL_Color: {r: 1, g: 1, b: 1, a: 1} - _OL_UVScroll: {r: 0, g: 0, b: 0, a: 0} - _TL_LineColor: {r: 0.09999997, g: 0.09999997, b: 0.09999997, a: 1} - - _TR_Color: {r: 1.1313709, g: 1.1313709, b: 1.4142135, a: 1} + - _TR_Color: {r: 0.8, g: 0.8, b: 0.8, a: 1} - _TS_1stColor: {r: 0.81, g: 0.81, b: 0.9, a: 1} - _TS_2ndColor: {r: 0.68, g: 0.68, b: 0.8, a: 1} - _TS_3rdColor: {r: 0.5, g: 0.5, b: 0.7, a: 1} diff --git a/Examples/UnToon_CornelBox_Assets/Materials/SolidGreen.mat b/Examples/UnToon_CornelBox_Assets/Materials/SolidGreen.mat index 53a11244..750696d0 100644 --- a/Examples/UnToon_CornelBox_Assets/Materials/SolidGreen.mat +++ b/Examples/UnToon_CornelBox_Assets/Materials/SolidGreen.mat @@ -143,7 +143,6 @@ Material: - _DF_MinDist: 0.02 - _DF_Power: 1 - _DetailNormalMapScale: 0.4 - - _ES_BakeIntensity: 1 - _ES_BlendType: 0 - _ES_DirType: 0 - _ES_Enable: 0 @@ -210,7 +209,6 @@ Material: - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - _NM_Enable: 0 - - _NM_FlipTangent: 0 - _NM_Power: 0.25 - _NS_Enable: 0 - _NS_InvMaskVal: 0 @@ -232,7 +230,7 @@ Material: - _TR_Power: 1 - _TR_PowerBottom: 0.1 - _TR_PowerSide: 0.1 - - _TR_PowerTop: 0.1 + - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.5 - _TS_1stFeather: 0 - _TS_2ndBorder: 0.3 diff --git a/Examples/UnToon_CornelBox_Assets/Materials/SolidRed.mat b/Examples/UnToon_CornelBox_Assets/Materials/SolidRed.mat index f84b4cd2..06ab7d68 100644 --- a/Examples/UnToon_CornelBox_Assets/Materials/SolidRed.mat +++ b/Examples/UnToon_CornelBox_Assets/Materials/SolidRed.mat @@ -143,7 +143,6 @@ Material: - _DF_MinDist: 0.02 - _DF_Power: 1 - _DetailNormalMapScale: 0.4 - - _ES_BakeIntensity: 1 - _ES_BlendType: 0 - _ES_DirType: 0 - _ES_Enable: 0 @@ -210,7 +209,6 @@ Material: - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - _NM_Enable: 0 - - _NM_FlipTangent: 0 - _NM_Power: 0.25 - _NS_Enable: 0 - _NS_InvMaskVal: 0 @@ -232,7 +230,7 @@ Material: - _TR_Power: 1 - _TR_PowerBottom: 0.1 - _TR_PowerSide: 0.1 - - _TR_PowerTop: 0.1 + - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.5 - _TS_1stFeather: 0 - _TS_2ndBorder: 0.3 diff --git a/Examples/UnToon_CornelBox_Assets/Materials/SolidWhite.mat b/Examples/UnToon_CornelBox_Assets/Materials/SolidWhite.mat index da564ad7..d03386f3 100644 --- a/Examples/UnToon_CornelBox_Assets/Materials/SolidWhite.mat +++ b/Examples/UnToon_CornelBox_Assets/Materials/SolidWhite.mat @@ -143,7 +143,6 @@ Material: - _DF_MinDist: 0.02 - _DF_Power: 1 - _DetailNormalMapScale: 0.4 - - _ES_BakeIntensity: 1 - _ES_BlendType: 0 - _ES_DirType: 0 - _ES_Enable: 0 @@ -210,7 +209,6 @@ Material: - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - _NM_Enable: 0 - - _NM_FlipTangent: 0 - _NM_Power: 0.25 - _NS_Enable: 0 - _NS_InvMaskVal: 0 @@ -232,7 +230,7 @@ Material: - _TR_Power: 1 - _TR_PowerBottom: 0.1 - _TR_PowerSide: 0.1 - - _TR_PowerTop: 0.1 + - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.5 - _TS_1stFeather: 0 - _TS_2ndBorder: 0.3 diff --git a/Examples/UnToon_CornelBox_Assets/Materials/SolidWhiteSmooth.mat b/Examples/UnToon_CornelBox_Assets/Materials/SolidWhiteSmooth.mat index 99e15f37..dff993d9 100644 --- a/Examples/UnToon_CornelBox_Assets/Materials/SolidWhiteSmooth.mat +++ b/Examples/UnToon_CornelBox_Assets/Materials/SolidWhiteSmooth.mat @@ -143,7 +143,6 @@ Material: - _DF_MinDist: 0.02 - _DF_Power: 1 - _DetailNormalMapScale: 0.4 - - _ES_BakeIntensity: 1 - _ES_BlendType: 0 - _ES_DirType: 0 - _ES_Enable: 0 @@ -210,7 +209,6 @@ Material: - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - _NM_Enable: 0 - - _NM_FlipTangent: 0 - _NM_Power: 0.25 - _NS_Enable: 0 - _NS_InvMaskVal: 0 diff --git a/Examples/UnToon_CornelBox_Assets/Materials/Transparent.mat b/Examples/UnToon_CornelBox_Assets/Materials/Transparent.mat index c47e8f54..2cf0b9d5 100644 --- a/Examples/UnToon_CornelBox_Assets/Materials/Transparent.mat +++ b/Examples/UnToon_CornelBox_Assets/Materials/Transparent.mat @@ -242,7 +242,7 @@ Material: - _TR_Power: 1 - _TR_PowerBottom: 0.1 - _TR_PowerSide: 0.1 - - _TR_PowerTop: 0.1 + - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 diff --git a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_armor.mat b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_armor.mat index a7e233ef..313a31a7 100644 --- a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_armor.mat +++ b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_armor.mat @@ -143,7 +143,6 @@ Material: - _DF_MinDist: 0.02 - _DF_Power: 1 - _DetailNormalMapScale: 0.4 - - _ES_BakeIntensity: 1 - _ES_BlendType: 0 - _ES_DirType: 0 - _ES_Enable: 0 @@ -210,7 +209,6 @@ Material: - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - _NM_Enable: 0 - - _NM_FlipTangent: 0 - _NM_Power: 0.25 - _NS_Enable: 0 - _NS_InvMaskVal: 0 @@ -232,7 +230,7 @@ Material: - _TR_Power: 1 - _TR_PowerBottom: 0.1 - _TR_PowerSide: 0.1 - - _TR_PowerTop: 0.1 + - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 diff --git a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_body.mat b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_body.mat index a68c89fa..f2901bc8 100644 --- a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_body.mat +++ b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_body.mat @@ -155,7 +155,6 @@ Material: - _DF_MinDist: 0.02 - _DF_Power: 1 - _DetailNormalMapScale: 0.4 - - _ES_BakeIntensity: 1 - _ES_BlendType: 0 - _ES_DirType: 0 - _ES_Enable: 0 @@ -226,7 +225,6 @@ Material: - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - _NM_Enable: 0 - - _NM_FlipTangent: 0 - _NM_Power: 0.25 - _NS_Enable: 0 - _NS_InvMaskVal: 0 @@ -248,7 +246,6 @@ Material: - _TL_BlendCustom: 0 - _TL_Enable: 0 - _TL_InvMaskVal: 0 - - _TL_LineType: 0 - _TL_LineWidth: 0.05 - _TL_Z_Shift: 0 - _TR_BlendNormal: 0 diff --git a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_face.mat b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_face.mat index af4a1a5c..e737361c 100644 --- a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_face.mat +++ b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_face.mat @@ -155,7 +155,6 @@ Material: - _DF_MinDist: 0.02 - _DF_Power: 1 - _DetailNormalMapScale: 0.4 - - _ES_BakeIntensity: 1 - _ES_BlendType: 0 - _ES_DirType: 0 - _ES_Enable: 0 @@ -226,7 +225,6 @@ Material: - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - _NM_Enable: 0 - - _NM_FlipTangent: 0 - _NM_Power: 0.25 - _NS_Enable: 0 - _NS_InvMaskVal: 0 @@ -248,7 +246,6 @@ Material: - _TL_BlendCustom: 0 - _TL_Enable: 0 - _TL_InvMaskVal: 0 - - _TL_LineType: 0 - _TL_LineWidth: 0.05 - _TL_Z_Shift: 0 - _TR_BlendNormal: 0 @@ -260,7 +257,7 @@ Material: - _TR_Power: 1 - _TR_PowerBottom: 0.1 - _TR_PowerSide: 0.1 - - _TR_PowerTop: 0.1 + - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 diff --git a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_faceoption.mat b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_faceoption.mat index 87607be2..5600d8c3 100644 --- a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_faceoption.mat +++ b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_faceoption.mat @@ -68,7 +68,6 @@ Material: - _CullMode: 0 - _CurrentVersion: 0 - _ES_AlphaScroll: 0 - - _ES_BakeIntensity: 1 - _ES_BlendType: 0 - _ES_DirType: 0 - _ES_Enable: 0 @@ -88,7 +87,6 @@ Material: - _GL_LevelMax: 0.8 - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - - _HL_BlendNormal: 0.1 - _HL_CapType: 0 - _HL_ChangeAlpha: 0 - _HL_Enable: 0 @@ -96,7 +94,6 @@ Material: - _HL_MatcapMonochrome: 0 - _HL_Parallax: 0.75 - _HL_Power: 1 - - _MT_BlendNormal: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -110,7 +107,6 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _TR_BlendNormal: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -118,14 +114,13 @@ Material: - _TR_Power: 1 - _TR_PowerBottom: 0.1 - _TR_PowerSide: 0.1 - - _TR_PowerTop: 0.1 + - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 - _TS_3rdFeather: 0.05 - - _TS_BlendNormal: 0.1 - _TS_Enable: 1 - _TS_FixContrast: 0 - _TS_InvMaskVal: 1 diff --git a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_hair.mat b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_hair.mat index c9982b47..2e794193 100644 --- a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_hair.mat +++ b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_hair.mat @@ -155,7 +155,6 @@ Material: - _DF_MinDist: 0.02 - _DF_Power: 1 - _DetailNormalMapScale: 0.4 - - _ES_BakeIntensity: 1 - _ES_BlendType: 0 - _ES_DirType: 0 - _ES_Enable: 0 @@ -226,7 +225,6 @@ Material: - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - _NM_Enable: 0 - - _NM_FlipTangent: 0 - _NM_Power: 0.25 - _NS_Enable: 0 - _NS_InvMaskVal: 0 @@ -248,7 +246,6 @@ Material: - _TL_BlendCustom: 0 - _TL_Enable: 0 - _TL_InvMaskVal: 0 - - _TL_LineType: 0 - _TL_LineWidth: 0.05 - _TL_Z_Shift: 0 - _TR_BlendNormal: 0 diff --git a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_photon.mat b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_photon.mat index 71adcc84..29b7d759 100644 --- a/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_photon.mat +++ b/Examples/UnToon_Sample_Assets/2a7s_2eroVRC/mat/tex_photon.mat @@ -68,7 +68,6 @@ Material: - _CullMode: 0 - _CurrentVersion: 0 - _ES_AlphaScroll: 1 - - _ES_BakeIntensity: 1 - _ES_BlendType: 0 - _ES_DirType: 0 - _ES_Enable: 1 @@ -88,7 +87,6 @@ Material: - _GL_LevelMax: 0.8 - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - - _HL_BlendNormal: 0.1 - _HL_CapType: 0 - _HL_ChangeAlpha: 0 - _HL_Enable: 0 @@ -96,7 +94,6 @@ Material: - _HL_MatcapMonochrome: 0 - _HL_Parallax: 0.75 - _HL_Power: 1 - - _MT_BlendNormal: 0.1 - _MT_Brightness: 0.2 - _MT_CubemapHighCut: 0 - _MT_CubemapPower: 1 @@ -110,7 +107,6 @@ Material: - _MT_ReflSmooth: 1 - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - - _TR_BlendNormal: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -118,14 +114,13 @@ Material: - _TR_Power: 1 - _TR_PowerBottom: 0.1 - _TR_PowerSide: 0.1 - - _TR_PowerTop: 0.1 + - _TR_PowerTop: 0.05 - _TS_1stBorder: 0.4 - _TS_1stFeather: 0.05 - _TS_2ndBorder: 0.2 - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 - _TS_3rdFeather: 0.05 - - _TS_BlendNormal: 0.1 - _TS_Enable: 0 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0 diff --git "a/Template/wf01_Skin_\350\202\214.asset" "b/Template/wf01_Skin_\350\202\214.asset" index fe1e65de..d4d05b7e 100644 --- "a/Template/wf01_Skin_\350\202\214.asset" +++ "b/Template/wf01_Skin_\350\202\214.asset" @@ -24,8 +24,7 @@ Material: m_PrefabAsset: {fileID: 0} m_Name: UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque m_Shader: {fileID: 4800000, guid: a5ae7f40ac53e274ea0bc1262e1f6895, type: 3} - m_ShaderKeywords: _GL_AUTO_ENABLE _NM_BL2ND_ENABLE _NS_ENABLE _TL_ENABLE _TR_ENABLE - _TS_ENABLE _TS_STEP2_ENABLE + m_ShaderKeywords: _GL_AUTO_ENABLE _NS_ENABLE _TL_ENABLE _TR_ENABLE _TS_ENABLE _TS_STEP2_ENABLE m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -237,7 +236,7 @@ Material: - _MT_SpecSmooth: 0.8 - _MT_Specular: 0 - _NM_Enable: 0 - - _NM_Power: 0 + - _NM_Power: 0.25 - _NS_Enable: 1 - _NS_InvMaskVal: 0 - _NS_UVType: 0 diff --git "a/Template/wf23_Fur_\343\203\225\343\202\241\343\203\274.asset" "b/Template/wf23_Fur_\343\203\225\343\202\241\343\203\274.asset" index 22daac0b..201eb2af 100644 --- "a/Template/wf23_Fur_\343\203\225\343\202\241\343\203\274.asset" +++ "b/Template/wf23_Fur_\343\203\225\343\202\241\343\203\274.asset" @@ -107,8 +107,6 @@ Material: - _GL_LevelMax: 0.8 - _GL_LevelMin: 0.12499998 - _GL_LightMode: 0 - - _HL_BlendNormal: 0.1 - - _HL_BlendNormal_1: 0.1 - _HL_CapType: 0 - _HL_CapType_1: 0 - _HL_Enable: 0 @@ -119,7 +117,6 @@ Material: - _HL_Parallax_1: 0.75 - _HL_Power: 1 - _HL_Power_1: 1 - - _TR_BlendNormal: 0 - _TR_BlendType: 0 - _TR_Enable: 0 - _TR_Feather: 0.05 @@ -134,7 +131,6 @@ Material: - _TS_2ndFeather: 0.05 - _TS_3rdBorder: 0.1 - _TS_3rdFeather: 0.05 - - _TS_BlendNormal: 0.1 - _TS_Enable: 1 - _TS_FixContrast: 0 - _TS_InvMaskVal: 0