diff --git a/Editor/WF_Dictionary.cs b/Editor/WF_Dictionary.cs index 02ee799e..a6625153 100644 --- a/Editor/WF_Dictionary.cs +++ b/Editor/WF_Dictionary.cs @@ -158,6 +158,14 @@ internal static class WFShaderDictionary new WFShaderName("URP", "Gem", "Basic", "Opaque", "UnlitWF_URP/WF_Gem_Opaque"), new WFShaderName("URP", "Gem", "Basic", "Transparent", "UnlitWF_URP/WF_Gem_Transparent", represent: true), + + // ================ + // Water 系列(URP) + // ================ + + new WFShaderName("URP", "Water", "Surface", "Opaque", "UnlitWF_URP/WF_Water_Surface_Opaque", represent: true), + new WFShaderName("URP", "Water", "Surface", "TransCutout", "UnlitWF_URP/WF_Water_Surface_TransCutout"), + new WFShaderName("URP", "Water", "Surface", "Transparent", "UnlitWF_URP/WF_Water_Surface_Transparent"), }; private static bool HasPropertyPrefix(Material mat, string prefix) @@ -310,6 +318,7 @@ private static bool HasPropertyPrefix(Material mat, string prefix) 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("Dissolve", "ディゾルブ"), new WFI18NTranslation("Emission", "エミッション"), new WFI18NTranslation("Fake Fur", "ファー"), new WFI18NTranslation("Fog", "フォグ"), @@ -522,6 +531,12 @@ private static bool HasPropertyPrefix(Material mat, string prefix) new WFI18NTranslation("DFD", "Fade Distance (Far)", "フェード距離 (Far)"), new WFI18NTranslation("DFD", "Power", "強度"), new WFI18NTranslation("DFD", "BackFace Shadow", "裏面は影にする"), + // Dissolve + new WFI18NTranslation("DSV", "Dissolve", "ディゾルブ"), + new WFI18NTranslation("DSV", "Invert", "反転"), + new WFI18NTranslation("DSV", "Control Texture (R)", "制御テクスチャ (R)"), + new WFI18NTranslation("DSV", "Spark Color", "スパーク色"), + new WFI18NTranslation("DSV", "Spark Width", "スパーク幅"), // Toon Fog new WFI18NTranslation("TFG", "Color", "フォグの色"), new WFI18NTranslation("TFG", "Exponential", "変化の鋭さ"), diff --git a/Shaders/Unlit_WF_DebugView.shader b/Shaders/Unlit_WF_DebugView.shader index 55e0377e..9589fbb6 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 ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader index d3c41911..0b54db4f 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader @@ -108,6 +108,19 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Mix" { [ToggleUI] _DFD_BackShadow ("[DFD] BackFace Shadow", Float) = 1 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Lit [WFHeader(Lit)] [Gamma] @@ -130,7 +143,7 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Mix" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 } SubShader { @@ -147,6 +160,7 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Mix" { Tags { "LightMode" = "ForwardBase" } Cull OFF + Blend One Zero, One OneMinusSrcAlpha AlphaToMask [_AL_AlphaToMask] CGPROGRAM @@ -160,6 +174,7 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Mix" { #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma target 5.0 #pragma multi_compile_fwdbase @@ -190,6 +205,7 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Mix" { #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #define _FUR_HEIGHT_PARAM _FUR_Height2 #define _FUR_REPEAT_PARAM _FUR_Repeat2 diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader index d12a2865..fcd171dd 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader @@ -104,6 +104,19 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_TransCutout" { [ToggleUI] _DFD_BackShadow ("[DFD] BackFace Shadow", Float) = 1 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Lit [WFHeader(Lit)] [Gamma] @@ -126,7 +139,7 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 } SubShader { @@ -143,6 +156,7 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_TransCutout" { Tags { "LightMode" = "ForwardBase" } Cull OFF + Blend One Zero, One OneMinusSrcAlpha AlphaToMask [_AL_AlphaToMask] CGPROGRAM @@ -156,6 +170,7 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_TransCutout" { #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma target 5.0 #pragma multi_compile_fwdbase diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader index b6c3f2d5..1c5c7561 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader @@ -101,6 +101,19 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Transparent" { [ToggleUI] _DFD_BackShadow ("[DFD] BackFace Shadow", Float) = 1 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Lit [WFHeader(Lit)] [Gamma] @@ -123,7 +136,7 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 } SubShader { @@ -154,6 +167,7 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Transparent" { #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma target 5.0 #pragma multi_compile_fwdbase diff --git a/Shaders/Unlit_WF_FakeFur_Mix.shader b/Shaders/Unlit_WF_FakeFur_Mix.shader index 4909ac72..52d760cf 100644 --- a/Shaders/Unlit_WF_FakeFur_Mix.shader +++ b/Shaders/Unlit_WF_FakeFur_Mix.shader @@ -157,6 +157,19 @@ Shader "UnlitWF/WF_FakeFur_Mix" { [ToggleUI] _DFD_BackShadow ("[DFD] BackFace Shadow", Float) = 1 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Lit [WFHeader(Lit)] [Gamma] @@ -181,7 +194,7 @@ Shader "UnlitWF/WF_FakeFur_Mix" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 @@ -216,9 +229,9 @@ Shader "UnlitWF/WF_FakeFur_Mix" { #pragma shader_feature_local_fragment _HL_ENABLE_1 #pragma shader_feature_local_fragment _TR_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma multi_compile_fwdbase - #pragma multi_compile_fog #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE @@ -232,6 +245,7 @@ Shader "UnlitWF/WF_FakeFur_Mix" { Tags { "LightMode" = "ForwardBase" } Cull OFF + Blend One Zero, One OneMinusSrcAlpha AlphaToMask [_AL_AlphaToMask] CGPROGRAM @@ -245,6 +259,7 @@ Shader "UnlitWF/WF_FakeFur_Mix" { #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma target 5.0 #pragma multi_compile_fwdbase @@ -275,6 +290,7 @@ Shader "UnlitWF/WF_FakeFur_Mix" { #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #define _FUR_HEIGHT_PARAM _FUR_Height2 #define _FUR_REPEAT_PARAM _FUR_Repeat2 diff --git a/Shaders/Unlit_WF_FakeFur_TransCutout.shader b/Shaders/Unlit_WF_FakeFur_TransCutout.shader index 40df01b4..e9d43080 100644 --- a/Shaders/Unlit_WF_FakeFur_TransCutout.shader +++ b/Shaders/Unlit_WF_FakeFur_TransCutout.shader @@ -153,6 +153,19 @@ Shader "UnlitWF/WF_FakeFur_TransCutout" { [ToggleUI] _DFD_BackShadow ("[DFD] BackFace Shadow", Float) = 1 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Lit [WFHeader(Lit)] [Gamma] @@ -177,7 +190,7 @@ Shader "UnlitWF/WF_FakeFur_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 @@ -212,9 +225,9 @@ Shader "UnlitWF/WF_FakeFur_TransCutout" { #pragma shader_feature_local_fragment _HL_ENABLE_1 #pragma shader_feature_local_fragment _TR_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma multi_compile_fwdbase - #pragma multi_compile_fog #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE @@ -228,6 +241,7 @@ Shader "UnlitWF/WF_FakeFur_TransCutout" { Tags { "LightMode" = "ForwardBase" } Cull OFF + Blend One Zero, One OneMinusSrcAlpha AlphaToMask [_AL_AlphaToMask] CGPROGRAM @@ -241,6 +255,7 @@ Shader "UnlitWF/WF_FakeFur_TransCutout" { #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma target 5.0 #pragma multi_compile_fwdbase diff --git a/Shaders/Unlit_WF_FakeFur_Transparent.shader b/Shaders/Unlit_WF_FakeFur_Transparent.shader index c3375b40..61dfec36 100644 --- a/Shaders/Unlit_WF_FakeFur_Transparent.shader +++ b/Shaders/Unlit_WF_FakeFur_Transparent.shader @@ -150,6 +150,19 @@ Shader "UnlitWF/WF_FakeFur_Transparent" { [ToggleUI] _DFD_BackShadow ("[DFD] BackFace Shadow", Float) = 1 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Lit [WFHeader(Lit)] [Gamma] @@ -174,7 +187,7 @@ Shader "UnlitWF/WF_FakeFur_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 @@ -209,9 +222,9 @@ Shader "UnlitWF/WF_FakeFur_Transparent" { #pragma shader_feature_local_fragment _HL_ENABLE_1 #pragma shader_feature_local_fragment _TR_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma multi_compile_fwdbase - #pragma multi_compile_fog #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE @@ -239,6 +252,7 @@ Shader "UnlitWF/WF_FakeFur_Transparent" { #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma target 5.0 #pragma multi_compile_fwdbase diff --git a/Shaders/Unlit_WF_Gem_Opaque.shader b/Shaders/Unlit_WF_Gem_Opaque.shader index 800a3aa4..acf06fb6 100644 --- a/Shaders/Unlit_WF_Gem_Opaque.shader +++ b/Shaders/Unlit_WF_Gem_Opaque.shader @@ -59,6 +59,19 @@ Shader "UnlitWF/WF_Gem_Opaque" { [Enum(NONE,0,X,1,Y,2,XY,3)] _FlipMirror ("[NM] Flip Mirror", Float) = 0 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Lit [WFHeader(Lit)] [Gamma] @@ -81,7 +94,7 @@ Shader "UnlitWF/WF_Gem_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 @@ -115,6 +128,7 @@ Shader "UnlitWF/WF_Gem_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 _NM_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local _DSV_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_Gem_Transparent.shader b/Shaders/Unlit_WF_Gem_Transparent.shader index 74a847d7..34183a00 100644 --- a/Shaders/Unlit_WF_Gem_Transparent.shader +++ b/Shaders/Unlit_WF_Gem_Transparent.shader @@ -85,6 +85,19 @@ Shader "UnlitWF/WF_Gem_Transparent" { [Enum(NONE,0,X,1,Y,2,XY,3)] _FlipMirror ("[NM] Flip Mirror", Float) = 0 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Lit [WFHeader(Lit)] [Gamma] @@ -107,7 +120,7 @@ Shader "UnlitWF/WF_Gem_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 @@ -145,6 +158,7 @@ Shader "UnlitWF/WF_Gem_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 _NM_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local _DSV_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -179,6 +193,7 @@ Shader "UnlitWF/WF_Gem_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 _NM_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local _DSV_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_Grass_TransCutout.shader b/Shaders/Unlit_WF_Grass_TransCutout.shader index 31e9812d..03964509 100644 --- a/Shaders/Unlit_WF_Grass_TransCutout.shader +++ b/Shaders/Unlit_WF_Grass_TransCutout.shader @@ -78,7 +78,7 @@ Shader "UnlitWF/WF_Grass_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader index f4371bab..f6a5a10c 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 ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _Category ("BRP|UnToon|Custom/ClearCoat|Addition", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader index 1b9a12ef..88dbd734 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader @@ -359,7 +359,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", 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 de10b553..489ca2e9 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader @@ -371,7 +371,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout", Float) = 0 @@ -392,6 +392,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { Tags { "LightMode" = "ForwardBase" } Cull [_CullMode] + Blend One Zero, One OneMinusSrcAlpha AlphaToMask [_AL_AlphaToMask] CGPROGRAM @@ -401,7 +402,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { #pragma target 4.5 - #define _WF_ALPHA_CUTOUT + #define _WF_ALPHA_CUTFADE #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 diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader index 90081db8..31cdd5f2 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader @@ -378,7 +378,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", 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_GhostOpaque.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader index 382f1ed3..d34b2990 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader @@ -345,7 +345,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostOpaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", 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 9b64084a..6105adf3 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader @@ -361,7 +361,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", 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 ac93401d..a291a18f 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 ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _Category ("BRP|UnToon|Custom/LameOnly|Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader index 4077bf99..c6d28b29 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader @@ -355,7 +355,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", 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 7c639a29..6db6c88d 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader @@ -358,7 +358,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", 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 8c778f08..a248f491 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 ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", 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 6cbc2714..c0a63684 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 ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/WF_UnToon_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader b/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader index 8d2fa447..67e39696 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader @@ -248,7 +248,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_FrostedGlass" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", 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_Transparent_Refracted.shader b/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader index 494cdb0c..cfb3eea1 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader @@ -379,7 +379,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_Refracted" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Hidden.shader b/Shaders/Unlit_WF_UnToon_Hidden.shader index 54bf6ab7..a5154abe 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 ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader index d9c5f1d8..961f3280 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader @@ -192,7 +192,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_Opaque.shader index 0aac047d..21ac9f95 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 ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_TransCutout.shader index 6a30cb7f..eeda3fd1 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 ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 @@ -93,6 +93,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_OutlineOnly_TransCutout" { Tags { "LightMode" = "ForwardBase" } Cull FRONT + Blend One Zero, One OneMinusSrcAlpha AlphaToMask [_AL_AlphaToMask] CGPROGRAM @@ -102,7 +103,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_OutlineOnly_TransCutout" { #pragma target 3.0 - #define _WF_ALPHA_CUTOUT + #define _WF_ALPHA_CUTFADE #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 _TL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader index fdfe8425..207bc050 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader @@ -207,7 +207,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader index c3b779cc..de12aeef 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader @@ -205,7 +205,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 @@ -223,6 +223,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { Tags { "LightMode" = "ForwardBase" } Cull FRONT + Blend One Zero, One OneMinusSrcAlpha AlphaToMask [_AL_AlphaToMask] CGPROGRAM @@ -232,7 +233,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { #pragma target 3.0 - #define _WF_ALPHA_CUTOUT + #define _WF_ALPHA_CUTFADE #define _WF_MOBILE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE @@ -256,6 +257,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { Tags { "LightMode" = "ForwardBase" } Cull [_CullMode] + Blend One Zero, One OneMinusSrcAlpha AlphaToMask [_AL_AlphaToMask] CGPROGRAM @@ -265,7 +267,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { #pragma target 3.0 - #define _WF_ALPHA_CUTOUT + #define _WF_ALPHA_CUTFADE #define _WF_AO_ONLY_LMAP #define _WF_MOBILE diff --git a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader index 4de6ade6..362ccf27 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader @@ -190,7 +190,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 @@ -208,6 +208,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { Tags { "LightMode" = "ForwardBase" } Cull [_CullMode] + Blend One Zero, One OneMinusSrcAlpha AlphaToMask [_AL_AlphaToMask] CGPROGRAM @@ -217,7 +218,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { #pragma target 3.0 - #define _WF_ALPHA_CUTOUT + #define _WF_ALPHA_CUTFADE #define _WF_AO_ONLY_LMAP #define _WF_MOBILE diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader index e50d1a1c..c2aec76e 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader @@ -195,7 +195,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_TransparentOverlay.shader b/Shaders/Unlit_WF_UnToon_Mobile_TransparentOverlay.shader index 03287660..cd9b577b 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 ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Opaque.shader b/Shaders/Unlit_WF_UnToon_Opaque.shader index cd4ae9a8..1d5ef241 100644 --- a/Shaders/Unlit_WF_UnToon_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Opaque.shader @@ -320,6 +320,19 @@ Shader "UnlitWF/WF_UnToon_Opaque" { _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Lit [WFHeader(Lit)] [Gamma] @@ -350,7 +363,7 @@ Shader "UnlitWF/WF_UnToon_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 @@ -392,6 +405,7 @@ Shader "UnlitWF/WF_UnToon_Opaque" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE_1 diff --git a/Shaders/Unlit_WF_UnToon_OutlineOnly_Opaque.shader b/Shaders/Unlit_WF_UnToon_OutlineOnly_Opaque.shader index 4d339d49..66df6181 100644 --- a/Shaders/Unlit_WF_UnToon_OutlineOnly_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_OutlineOnly_Opaque.shader @@ -42,6 +42,19 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_Opaque" { _TL_InvMaskVal ("[TL] Invert Mask Value", Float) = 0 _TL_Z_Shift ("[TL] Z-shift (tweak)", Range(-0.1, 0.5)) = 0 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Fog [WFHeaderToggle(Fog)] _TFG_Enable ("[TFG] Enable", Float) = 0 @@ -76,7 +89,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_OutlineOnly_Opaque", Float) = 0 @@ -110,6 +123,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_Opaque" { #pragma shader_feature_local _ _TL_EDGE_ENABLE #pragma shader_feature_local _TL_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma multi_compile_fwdbase diff --git a/Shaders/Unlit_WF_UnToon_OutlineOnly_TransCutout.shader b/Shaders/Unlit_WF_UnToon_OutlineOnly_TransCutout.shader index 51c43847..4344c5fa 100644 --- a/Shaders/Unlit_WF_UnToon_OutlineOnly_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_OutlineOnly_TransCutout.shader @@ -54,6 +54,19 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_TransCutout" { _TL_InvMaskVal ("[TL] Invert Mask Value", Float) = 0 _TL_Z_Shift ("[TL] Z-shift (tweak)", Range(-0.1, 0.5)) = 0 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Fog [WFHeaderToggle(Fog)] _TFG_Enable ("[TFG] Enable", Float) = 0 @@ -88,7 +101,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_OutlineOnly_TransCutout", Float) = 0 @@ -108,6 +121,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_TransCutout" { Tags { "LightMode" = "ForwardBase" } Cull FRONT + Blend One Zero, One OneMinusSrcAlpha AlphaToMask [_AL_AlphaToMask] CGPROGRAM @@ -119,12 +133,13 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_TransCutout" { #pragma target 4.5 #pragma require geometry - #define _WF_ALPHA_CUTOUT + #define _WF_ALPHA_CUTFADE #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 _ _TL_EDGE_ENABLE #pragma shader_feature_local _TL_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma multi_compile_fwdbase diff --git a/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent.shader b/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent.shader index bb581adc..6fd5aa9b 100644 --- a/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent.shader @@ -53,6 +53,19 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_Transparent" { _TL_InvMaskVal ("[TL] Invert Mask Value", Float) = 0 _TL_Z_Shift ("[TL] Z-shift (tweak)", Range(-0.1, 0.5)) = 0 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Fog [WFHeaderToggle(Fog)] _TFG_Enable ("[TFG] Enable", Float) = 0 @@ -87,7 +100,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 } SubShader { @@ -124,6 +137,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_Transparent" { #pragma shader_feature_local _ _TL_EDGE_ENABLE #pragma shader_feature_local _TL_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma multi_compile_fwdbase diff --git a/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent_MaskOut.shader index 5a586fe0..8849da14 100644 --- a/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent_MaskOut.shader @@ -58,6 +58,19 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_Transparent_MaskOut" { _TL_InvMaskVal ("[TL] Invert Mask Value", Float) = 0 _TL_Z_Shift ("[TL] Z-shift (tweak)", Range(-0.1, 0.5)) = 0 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Fog [WFHeaderToggle(Fog)] _TFG_Enable ("[TFG] Enable", Float) = 0 @@ -92,7 +105,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_Transparent_MaskOut" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 } SubShader { @@ -135,6 +148,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_Transparent_MaskOut" { #pragma shader_feature_local _ _TL_EDGE_ENABLE #pragma shader_feature_local _TL_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma multi_compile_fwdbase diff --git a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader index bf10f9b7..a1971d82 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader @@ -337,6 +337,19 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Fog [WFHeaderToggle(Fog)] _TFG_Enable ("[TFG] Enable", Float) = 0 @@ -379,7 +392,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque", Float) = 0 @@ -412,6 +425,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { #pragma shader_feature_local _ _TL_EDGE_ENABLE #pragma shader_feature_local _TL_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma multi_compile_fwdbase @@ -455,6 +469,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader index 381110d1..b4849bff 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader @@ -349,6 +349,19 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Fog [WFHeaderToggle(Fog)] _TFG_Enable ("[TFG] Enable", Float) = 0 @@ -391,7 +404,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout", Float) = 0 @@ -410,6 +423,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { Tags { "LightMode" = "ForwardBase" } Cull FRONT + Blend One Zero, One OneMinusSrcAlpha AlphaToMask [_AL_AlphaToMask] CGPROGRAM @@ -421,12 +435,13 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { #pragma target 4.5 #pragma require geometry - #define _WF_ALPHA_CUTOUT + #define _WF_ALPHA_CUTFADE #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 _ _TL_EDGE_ENABLE #pragma shader_feature_local _TL_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma multi_compile_fwdbase @@ -446,6 +461,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { Tags { "LightMode" = "ForwardBase" } Cull [_CullMode] + Blend One Zero, One OneMinusSrcAlpha AlphaToMask [_AL_AlphaToMask] CGPROGRAM @@ -455,7 +471,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { #pragma target 4.5 - #define _WF_ALPHA_CUTOUT + #define _WF_ALPHA_CUTFADE #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 @@ -473,6 +489,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader index 05d3b9c0..9a586b51 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader @@ -360,6 +360,19 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Fog [WFHeaderToggle(Fog)] _TFG_Enable ("[TFG] Enable", Float) = 0 @@ -402,7 +415,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 @@ -441,6 +454,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { #pragma shader_feature_local _ _TL_EDGE_ENABLE #pragma shader_feature_local _TL_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma multi_compile_fwdbase @@ -517,6 +531,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE @@ -570,6 +585,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { #pragma shader_feature_local_fragment _BKT_ENABLE #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE + #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader index b4235600..eb9831cc 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader @@ -363,6 +363,19 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Fog [WFHeaderToggle(Fog)] _TFG_Enable ("[TFG] Enable", Float) = 0 @@ -405,7 +418,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 @@ -438,12 +451,13 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { #pragma target 4.5 #pragma require geometry - #define _WF_ALPHA_CUSTOM if (TGL_ON(_TL_UseCutout) && alpha < _Cutoff) { discard; } else { alpha *= _AL_Power; } // _Cutoff 以上を描画 + #define _WF_ALPHA_CUSTOM if (TGL_ON(_TL_UseCutout) && alpha < _Cutoff) { discard; } else { alpha = 1; } // _Cutoff 以上を描画 #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 _ _TL_EDGE_ENABLE #pragma shader_feature_local _TL_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma multi_compile_fwdbase @@ -492,7 +506,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { Cull OFF ZWrite ON - Blend Off + Blend One Zero, One OneMinusSrcAlpha CGPROGRAM @@ -501,8 +515,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { #pragma target 4.5 - #define _WF_ALPHA_FRESNEL - #define _WF_ALPHA_CUSTOM if (alpha < _Cutoff) { discard; } else { alpha *= _AL_Power; } // _Cutoff 以上を描画 + #define _WF_ALPHA_CUSTOM if (alpha < _Cutoff) { discard; } else { alpha = 1; } // _Cutoff 以上を描画 #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 @@ -520,6 +533,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE @@ -575,6 +589,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { #pragma shader_feature_local_fragment _BKT_ENABLE #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE + #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE @@ -629,6 +645,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { #pragma shader_feature_local_fragment _BKT_ENABLE #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE + #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader index 2d8bea9a..2ae1fbf0 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader @@ -364,6 +364,19 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Fog [WFHeaderToggle(Fog)] _TFG_Enable ("[TFG] Enable", Float) = 0 @@ -406,7 +419,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 @@ -451,6 +464,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { #pragma shader_feature_local _ _TL_EDGE_ENABLE #pragma shader_feature_local _TL_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma multi_compile_fwdbase @@ -539,6 +553,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE @@ -596,6 +611,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { #pragma shader_feature_local_fragment _BKT_ENABLE #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE + #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader index cdc3cd78..fcca7a7a 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader @@ -365,6 +365,19 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Fog [WFHeaderToggle(Fog)] _TFG_Enable ("[TFG] Enable", Float) = 0 @@ -407,7 +420,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 @@ -452,6 +465,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { #pragma shader_feature_local _ _TL_EDGE_ENABLE #pragma shader_feature_local _TL_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma multi_compile_fwdbase @@ -534,6 +548,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE @@ -593,6 +608,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { #pragma shader_feature_local_fragment _BKT_ENABLE #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE + #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE @@ -652,6 +669,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { #pragma shader_feature_local_fragment _BKT_ENABLE #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE + #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE @@ -714,6 +733,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { #pragma shader_feature_local_fragment _BKT_ENABLE #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE + #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader index 409fbd9a..a3965b14 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader @@ -332,6 +332,19 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Fog [WFHeaderToggle(Fog)] _TFG_Enable ("[TFG] Enable", Float) = 0 @@ -374,7 +387,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 @@ -415,6 +428,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BKT_ENABLE #pragma shader_feature_local_fragment _CHM_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader index 41c0315f..5f9be175 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader @@ -344,6 +344,19 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Fog [WFHeaderToggle(Fog)] _TFG_Enable ("[TFG] Enable", Float) = 0 @@ -386,7 +399,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout", Float) = 0 @@ -405,6 +418,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { Tags { "LightMode" = "ForwardBase" } Cull [_CullMode] + Blend One Zero, One OneMinusSrcAlpha AlphaToMask [_AL_AlphaToMask] CGPROGRAM @@ -414,7 +428,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { #pragma target 4.5 - #define _WF_ALPHA_CUTOUT + #define _WF_ALPHA_CUTFADE #define _WF_UNTOON_POWERCAP #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE @@ -429,6 +443,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BKT_ENABLE #pragma shader_feature_local_fragment _CHM_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader index 473bc7b6..403987d1 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader @@ -365,6 +365,19 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Fog [WFHeaderToggle(Fog)] _TFG_Enable ("[TFG] Enable", Float) = 0 @@ -407,7 +420,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 @@ -452,6 +465,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BKT_ENABLE #pragma shader_feature_local_fragment _CHM_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE @@ -508,6 +522,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BKT_ENABLE #pragma shader_feature_local_fragment _CHM_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader index 3b366842..02c7bb6e 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader @@ -366,6 +366,19 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Fog [WFHeaderToggle(Fog)] _TFG_Enable ("[TFG] Enable", Float) = 0 @@ -408,7 +421,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 @@ -428,7 +441,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { Cull OFF ZWrite ON - Blend Off + Blend One Zero, One OneMinusSrcAlpha CGPROGRAM @@ -437,8 +450,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { #pragma target 4.5 - #define _WF_ALPHA_FRESNEL - #define _WF_ALPHA_CUSTOM if (alpha < _Cutoff) { discard; } else { alpha *= _AL_Power; } // _Cutoff 以上を描画 + #define _WF_ALPHA_CUSTOM if (alpha < _Cutoff) { discard; } else { alpha = 1; } // _Cutoff 以上を描画 #define _WF_UNTOON_POWERCAP #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE @@ -453,6 +465,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BKT_ENABLE #pragma shader_feature_local_fragment _CHM_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE @@ -511,6 +524,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BKT_ENABLE #pragma shader_feature_local_fragment _CHM_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE @@ -568,6 +582,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BKT_ENABLE #pragma shader_feature_local_fragment _CHM_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader index 38c98a91..8d43cb95 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader @@ -347,6 +347,19 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Fog [WFHeaderToggle(Fog)] _TFG_Enable ("[TFG] Enable", Float) = 0 @@ -389,7 +402,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque", Float) = 0 @@ -423,6 +436,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_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 _TL_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma multi_compile_fwdbase @@ -470,6 +484,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader index 2390878c..935e7b6f 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader @@ -359,6 +359,19 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Fog [WFHeaderToggle(Fog)] _TFG_Enable ("[TFG] Enable", Float) = 0 @@ -401,7 +414,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout", Float) = 0 @@ -420,6 +433,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { Tags { "LightMode" = "ForwardBase" } Cull FRONT + Blend One Zero, One OneMinusSrcAlpha AlphaToMask [_AL_AlphaToMask] CGPROGRAM @@ -431,12 +445,13 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { #pragma target 5.0 - #define _WF_ALPHA_CUTOUT + #define _WF_ALPHA_CUTFADE #define _WF_UNTOON_TESS #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 _TL_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma multi_compile_fwdbase @@ -456,6 +471,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { Tags { "LightMode" = "ForwardBase" } Cull [_CullMode] + Blend One Zero, One OneMinusSrcAlpha AlphaToMask [_AL_AlphaToMask] CGPROGRAM @@ -467,7 +483,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { #pragma target 5.0 - #define _WF_ALPHA_CUTOUT + #define _WF_ALPHA_CUTFADE #define _WF_UNTOON_TESS #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE @@ -486,6 +502,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader index 31525e40..fe281233 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader @@ -355,6 +355,19 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Fog [WFHeaderToggle(Fog)] _TFG_Enable ("[TFG] Enable", Float) = 0 @@ -397,7 +410,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent", Float) = 0 @@ -447,6 +460,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _LME_ENABLE @@ -502,6 +516,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader index c6b6d523..438af76a 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader @@ -373,6 +373,19 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Fog [WFHeaderToggle(Fog)] _TFG_Enable ("[TFG] Enable", Float) = 0 @@ -415,7 +428,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass", Float) = 0 @@ -448,12 +461,13 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { #pragma target 5.0 - #define _WF_ALPHA_CUSTOM if (TGL_ON(_TL_UseCutout) && alpha < _Cutoff) { discard; } else { alpha *= _AL_Power; } // _Cutoff 以上を描画 + #define _WF_ALPHA_CUSTOM if (TGL_ON(_TL_UseCutout) && alpha < _Cutoff) { discard; } else { alpha = 1; } // _Cutoff 以上を描画 #define _WF_UNTOON_TESS #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 _TL_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma multi_compile_fwdbase @@ -502,7 +516,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { Cull OFF ZWrite ON - Blend Off + Blend One Zero, One OneMinusSrcAlpha CGPROGRAM @@ -513,8 +527,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { #pragma target 5.0 - #define _WF_ALPHA_FRESNEL - #define _WF_ALPHA_CUSTOM if (alpha < _Cutoff) { discard; } else { alpha *= _AL_Power; } // _Cutoff 以上を描画 + #define _WF_ALPHA_CUSTOM if (alpha < _Cutoff) { discard; } else { alpha = 1; } // _Cutoff 以上を描画 #define _WF_UNTOON_TESS #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE @@ -533,6 +546,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE @@ -592,6 +606,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE @@ -650,6 +665,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TransCutout.shader index e92c251d..f8e69456 100644 --- a/Shaders/Unlit_WF_UnToon_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TransCutout.shader @@ -332,6 +332,19 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Lit [WFHeader(Lit)] [Gamma] @@ -362,7 +375,7 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout", Float) = 0 @@ -380,6 +393,7 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { Tags { "LightMode" = "ForwardBase" } Cull [_CullMode] + Blend One Zero, One OneMinusSrcAlpha AlphaToMask [_AL_AlphaToMask] CGPROGRAM @@ -389,7 +403,7 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { #pragma target 4.5 - #define _WF_ALPHA_CUTOUT + #define _WF_ALPHA_CUTFADE #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 @@ -407,6 +421,7 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE_1 diff --git a/Shaders/Unlit_WF_UnToon_Transparent.shader b/Shaders/Unlit_WF_UnToon_Transparent.shader index d8766e0e..6022b757 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent.shader @@ -343,6 +343,19 @@ Shader "UnlitWF/WF_UnToon_Transparent" { _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Lit [WFHeader(Lit)] [Gamma] @@ -373,7 +386,7 @@ Shader "UnlitWF/WF_UnToon_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 @@ -420,6 +433,7 @@ Shader "UnlitWF/WF_UnToon_Transparent" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE_1 @@ -473,6 +487,7 @@ Shader "UnlitWF/WF_UnToon_Transparent" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE_1 diff --git a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader index d89f61af..c421c8c0 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader @@ -344,6 +344,19 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Lit [WFHeader(Lit)] [Gamma] @@ -374,7 +387,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 @@ -393,7 +406,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { Cull OFF ZWrite ON - Blend Off + Blend One Zero, One OneMinusSrcAlpha CGPROGRAM @@ -402,8 +415,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { #pragma target 4.5 - #define _WF_ALPHA_FRESNEL - #define _WF_ALPHA_CUSTOM if (alpha < _Cutoff) { discard; } else { alpha *= _AL_Power; } // _Cutoff 以上を描画 + #define _WF_ALPHA_CUSTOM if (alpha < _Cutoff) { discard; } else { alpha = 1; } // _Cutoff 以上を描画 #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 @@ -421,6 +433,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE_1 @@ -476,6 +489,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE_1 @@ -530,6 +544,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE_1 diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader index f7b710d1..96f594e7 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader @@ -347,6 +347,19 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Lit [WFHeader(Lit)] [Gamma] @@ -377,7 +390,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 @@ -431,6 +444,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE_1 @@ -491,6 +505,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE_1 diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader index ae2dd7ac..082c3519 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader @@ -347,6 +347,19 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Lit [WFHeader(Lit)] [Gamma] @@ -377,7 +390,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 @@ -430,6 +443,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE_1 @@ -489,6 +503,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE_1 diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader index 85e5aac6..3452bbdc 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader @@ -348,6 +348,19 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + // Dissolve + [WFHeaderToggle(Dissolve)] + _DSV_Enable ("[DSV] Enable", Float) = 0 + _DSV_Dissolve ("[DSV] Dissolve", Range(0, 1)) = 1.0 + [ToggleUI] + _DSV_Invert ("[DSV] Invert", Range(0, 1)) = 0 + _DSV_CtrlTex ("[DSV] Control Texture (R)", 2D) = "black" {} + [ToggleUI] + _DSV_TexIsSRGB ("[DSV] sRGB", Range(0, 1)) = 1 + [HDR] + _DSV_SparkColor ("[DSV] Spark Color", Color) = (1, 1, 1, 1) + _DSV_SparkWidth ("[DSV] Spark Width", Range(0, 0.2)) = 0 + // Lit [WFHeader(Lit)] [Gamma] @@ -378,7 +391,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 @@ -431,6 +444,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE_1 @@ -490,6 +504,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE_1 @@ -550,6 +565,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE_1 @@ -612,6 +628,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { #pragma shader_feature_local_fragment _CHM_ENABLE #pragma shader_feature_local_fragment _CLC_ENABLE #pragma shader_feature_local_fragment _DFD_ENABLE + #pragma shader_feature_local_fragment _DSV_ENABLE #pragma shader_feature_local_fragment _ES_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE #pragma shader_feature_local_fragment _HL_ENABLE_1 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader index 9904d205..3e734d48 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader @@ -309,7 +309,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", 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 bcc5e602..83190ba5 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader @@ -321,7 +321,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout", Float) = 0 @@ -343,6 +343,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { Tags { "LightMode" = "ForwardBase" } Cull FRONT + Blend One Zero, One OneMinusSrcAlpha AlphaToMask [_AL_AlphaToMask] CGPROGRAM @@ -354,7 +355,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { #pragma target 4.5 #pragma require geometry - #define _WF_ALPHA_CUTOUT + #define _WF_ALPHA_CUTFADE #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 _ _TL_EDGE_ENABLE @@ -379,6 +380,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { Tags { "LightMode" = "ForwardBase" } Cull [_CullMode] + Blend One Zero, One OneMinusSrcAlpha AlphaToMask [_AL_AlphaToMask] CGPROGRAM @@ -388,7 +390,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { #pragma target 4.5 - #define _WF_ALPHA_CUTOUT + #define _WF_ALPHA_CUTFADE #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 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader index 617b8723..bf616bcf 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader @@ -328,7 +328,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", 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 bb4b1a87..ff006516 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader @@ -331,7 +331,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 @@ -367,7 +367,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { #pragma target 4.5 #pragma require geometry - #define _WF_ALPHA_CUSTOM if (TGL_ON(_TL_UseCutout) && alpha < _Cutoff) { discard; } else { alpha *= _AL_Power; } // _Cutoff 以上を描画 + #define _WF_ALPHA_CUSTOM if (TGL_ON(_TL_UseCutout) && alpha < _Cutoff) { discard; } else { alpha = 1; } // _Cutoff 以上を描画 #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 _ _TL_EDGE_ENABLE @@ -421,7 +421,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { Cull OFF ZWrite ON - Blend Off + Blend One Zero, One OneMinusSrcAlpha CGPROGRAM @@ -430,8 +430,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { #pragma target 4.5 - #define _WF_ALPHA_FRESNEL - #define _WF_ALPHA_CUSTOM if (alpha < _Cutoff) { discard; } else { alpha *= _AL_Power; } // _Cutoff 以上を描画 + #define _WF_ALPHA_CUSTOM if (alpha < _Cutoff) { discard; } else { alpha = 1; } // _Cutoff 以上を描画 #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 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader index adb041a7..f194262f 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader @@ -315,7 +315,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", 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 0ea96a39..40232e20 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader @@ -332,7 +332,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", 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 fd092030..5515a887 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader @@ -333,7 +333,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_Water_Caustics_Addition.shader b/Shaders/Unlit_WF_Water_Caustics_Addition.shader index 2dd40b45..c3e9d895 100644 --- a/Shaders/Unlit_WF_Water_Caustics_Addition.shader +++ b/Shaders/Unlit_WF_Water_Caustics_Addition.shader @@ -65,7 +65,7 @@ Shader "UnlitWF/WF_Water_Caustics_Addition" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Water_DepthFog_Fade.shader b/Shaders/Unlit_WF_Water_DepthFog_Fade.shader index bb4ac9b1..135ccb2e 100644 --- a/Shaders/Unlit_WF_Water_DepthFog_Fade.shader +++ b/Shaders/Unlit_WF_Water_DepthFog_Fade.shader @@ -29,7 +29,7 @@ Shader "UnlitWF/WF_Water_DepthFog_Fade" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Water_Lamp_Addition.shader b/Shaders/Unlit_WF_Water_Lamp_Addition.shader index adfb50bb..80abbc26 100644 --- a/Shaders/Unlit_WF_Water_Lamp_Addition.shader +++ b/Shaders/Unlit_WF_Water_Lamp_Addition.shader @@ -76,7 +76,7 @@ Shader "UnlitWF/WF_Water_Lamp_Addition" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Water_Sun_Addition.shader b/Shaders/Unlit_WF_Water_Sun_Addition.shader index 7be50d09..c4c20150 100644 --- a/Shaders/Unlit_WF_Water_Sun_Addition.shader +++ b/Shaders/Unlit_WF_Water_Sun_Addition.shader @@ -72,7 +72,7 @@ Shader "UnlitWF/WF_Water_Sun_Addition" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_Opaque.shader b/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_Opaque.shader index f733fcb6..b0d928e5 100644 --- a/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_Opaque.shader +++ b/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_Opaque.shader @@ -111,7 +111,7 @@ Shader "UnlitWF/WF_Water_Surface_Custom_Mirror_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_TransCutout.shader b/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_TransCutout.shader index a42bafc0..a5793dc8 100644 --- a/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_TransCutout.shader +++ b/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_TransCutout.shader @@ -35,8 +35,6 @@ Shader "UnlitWF/WF_Water_Surface_Custom_Mirror_TransCutout" { [ToggleUI] _AL_InvMaskVal ("[AL] Invert Mask Value", Range(0, 1)) = 0 _Cutoff ("[AL] Cutoff Threshold", Range(0, 1)) = 0.05 - [WF_FixFloat(0.0)] - _AL_AlphaToMask ("[AL] Alpha-To-Coverage (use MSAA)", Float) = 0 [WFHeaderAlwaysOn(VRC Mirror Reflection)] _WMI_Enable ("[WMI] Enable", Float) = 1 @@ -122,7 +120,7 @@ Shader "UnlitWF/WF_Water_Surface_Custom_Mirror_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 @@ -139,6 +137,7 @@ Shader "UnlitWF/WF_Water_Surface_Custom_Mirror_TransCutout" { Tags { "LightMode" = "ForwardBase" } Cull [_CullMode] + Blend One Zero, One OneMinusSrcAlpha CGPROGRAM diff --git a/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_Transparent.shader b/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_Transparent.shader index 224382d2..c182f411 100644 --- a/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_Transparent.shader +++ b/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_Transparent.shader @@ -124,7 +124,7 @@ Shader "UnlitWF/WF_Water_Surface_Custom_Mirror_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Water_Surface_Opaque.shader b/Shaders/Unlit_WF_Water_Surface_Opaque.shader index f5362ae8..a85fc6b3 100644 --- a/Shaders/Unlit_WF_Water_Surface_Opaque.shader +++ b/Shaders/Unlit_WF_Water_Surface_Opaque.shader @@ -110,7 +110,7 @@ Shader "UnlitWF/WF_Water_Surface_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Water_Surface_TransCutout.shader b/Shaders/Unlit_WF_Water_Surface_TransCutout.shader index f4ecbee1..48aea5b2 100644 --- a/Shaders/Unlit_WF_Water_Surface_TransCutout.shader +++ b/Shaders/Unlit_WF_Water_Surface_TransCutout.shader @@ -35,8 +35,6 @@ Shader "UnlitWF/WF_Water_Surface_TransCutout" { [ToggleUI] _AL_InvMaskVal ("[AL] Invert Mask Value", Range(0, 1)) = 0 _Cutoff ("[AL] Cutoff Threshold", Range(0, 1)) = 0.05 - [WF_FixFloat(0.0)] - _AL_AlphaToMask ("[AL] Alpha-To-Coverage (use MSAA)", Float) = 0 [WFHeaderToggle(Distance Fade)] _WAD_Enable ("[WAD] Enable", Float) = 0 @@ -121,7 +119,7 @@ Shader "UnlitWF/WF_Water_Surface_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 @@ -135,6 +133,7 @@ Shader "UnlitWF/WF_Water_Surface_TransCutout" { Tags { "LightMode" = "ForwardBase" } Cull [_CullMode] + Blend One Zero, One OneMinusSrcAlpha CGPROGRAM diff --git a/Shaders/Unlit_WF_Water_Surface_Transparent.shader b/Shaders/Unlit_WF_Water_Surface_Transparent.shader index e82483aa..9e7b4b9f 100644 --- a/Shaders/Unlit_WF_Water_Surface_Transparent.shader +++ b/Shaders/Unlit_WF_Water_Surface_Transparent.shader @@ -123,7 +123,7 @@ Shader "UnlitWF/WF_Water_Surface_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Water_Surface_TransparentRefracted.shader b/Shaders/Unlit_WF_Water_Surface_TransparentRefracted.shader index cf2b4921..d1cfd548 100644 --- a/Shaders/Unlit_WF_Water_Surface_TransparentRefracted.shader +++ b/Shaders/Unlit_WF_Water_Surface_TransparentRefracted.shader @@ -130,7 +130,7 @@ Shader "UnlitWF/WF_Water_Surface_Transparent_Refracted" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2023/02/04", Float) = 0 + _CurrentVersion ("2023/02/25", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/WF_Water_Surface_Transparent", Float) = 0 diff --git a/Shaders/WF_FakeFur.cginc b/Shaders/WF_FakeFur.cginc index af6bb452..c9227412 100644 --- a/Shaders/WF_FakeFur.cginc +++ b/Shaders/WF_FakeFur.cginc @@ -225,6 +225,8 @@ // Anti-Glare とライト色ブレンドを同時に計算 color.rgb *= i.light_color; + // ディゾルブ + affectDissolve(i.uv, color); // Alpha は 0-1 にクランプ color.a = saturate(color.a); diff --git a/Shaders/WF_Gem.cginc b/Shaders/WF_Gem.cginc index 405c069e..03a72b5b 100644 --- a/Shaders/WF_Gem.cginc +++ b/Shaders/WF_Gem.cginc @@ -115,6 +115,8 @@ // フレネル affectFresnelAlpha(uv_main, ws_normal, ws_view_dir, color); + // ディゾルブ + affectDissolve(i.uv, color); // Alpha は 0-1 にクランプ color.a = saturate(color.a); @@ -173,6 +175,8 @@ // フレネル affectFresnelAlpha(uv_main, ws_normal, ws_view_dir, color); + // ディゾルブ + affectDissolve(i.uv, color); // Alpha は 0-1 にクランプ color.a = saturate(color.a); diff --git a/Shaders/WF_UnToon.cginc b/Shaders/WF_UnToon.cginc index ac86e7b5..8ca56620 100644 --- a/Shaders/WF_UnToon.cginc +++ b/Shaders/WF_UnToon.cginc @@ -187,6 +187,8 @@ // フレネル affectFresnelAlpha(uv_main, ws_normal, ws_view_dir, color); + // ディゾルブ + affectDissolve(i.uv, color); // Alpha は 0-1 にクランプ color.a = saturate(color.a); // リフラクション diff --git a/Shaders/WF_UnToon_Function.cginc b/Shaders/WF_UnToon_Function.cginc index 65eafc61..3e5e4135 100644 --- a/Shaders/WF_UnToon_Function.cginc +++ b/Shaders/WF_UnToon_Function.cginc @@ -170,13 +170,13 @@ FEATURE_TGL_END // Alpha Transparent //////////////////////////// - #if defined(_WF_ALPHA_BLEND) || defined(_WF_ALPHA_FRESNEL) || defined(_WF_ALPHA_CUSTOM) + #if defined(_WF_ALPHA_FRESNEL) #ifndef _WF_ALPHA_BLEND #define _WF_ALPHA_BLEND #endif #endif - #if defined(_WF_ALPHA_BLEND) || defined(_WF_ALPHA_CUTOUT) + #if defined(_WF_ALPHA_BLEND) || defined(_WF_ALPHA_CUTOUT) || defined(_WF_ALPHA_CUTFADE) || defined(_WF_ALPHA_CUSTOM) #ifndef _AL_ENABLE #define _AL_ENABLE #endif @@ -205,16 +205,20 @@ FEATURE_TGL_END #if defined(_WF_ALPHA_CUSTOM) _WF_ALPHA_CUSTOM - #elif defined(_WF_ALPHA_CUTOUT) + #elif defined(_WF_ALPHA_CUTOUT) || defined(_WF_ALPHA_CUTFADE) alpha = smoothstep(_Cutoff - 0.0625, _Cutoff + 0.0625, alpha); - if (TGL_OFF(_AL_AlphaToMask)) { + #if defined(_WF_ALPHA_CUTFADE) + if (TGL_OFF(_AL_AlphaToMask)) { + #endif if (alpha < 0.5) { discard; alpha = 0; } else { alpha = 1; } - } + #if defined(_WF_ALPHA_CUTFADE) + } + #endif #else alpha *= _AL_Power; #endif @@ -1368,6 +1372,40 @@ FEATURE_TGL_END #define affectDistanceFade(i, facing, color) #endif + //////////////////////////// + // Dissolve + //////////////////////////// + + #ifdef _DSV_ENABLE + + void affectDissolve(float2 uv1, inout float4 color) { +FEATURE_TGL_ON_BEGIN(_DSV_Enable) + + if (1 - NZF < _DSV_Dissolve) { + // nop + } + else if (_DSV_Dissolve < NZF) { + discard; + } + else { + float2 uv = TRANSFORM_TEX(uv1, _DSV_CtrlTex); + float3 tex = PICK_MAIN_TEX2D(_DSV_CtrlTex, uv); + tex = TGL_OFF(_DSV_TexIsSRGB) ? tex : LinearToGammaSpace(tex); + + float pos = _DSV_Dissolve / (1 - _DSV_SparkWidth) - (TGL_OFF(_DSV_Invert) ? tex.r : 1 - tex.r); + if (pos < 0) { + discard; + } + + color.rgb += _DSV_SparkColor * (1 - smoothstep(0, NON_ZERO_FLOAT(_DSV_SparkWidth), pos)); + } + +FEATURE_TGL_END + } + #else + #define affectDissolve(uv1, color) + #endif + //////////////////////////// // Fog //////////////////////////// diff --git a/Shaders/WF_UnToon_Meta.cginc b/Shaders/WF_UnToon_Meta.cginc index 19130128..e5f7fc0a 100644 --- a/Shaders/WF_UnToon_Meta.cginc +++ b/Shaders/WF_UnToon_Meta.cginc @@ -106,7 +106,7 @@ FEATURE_TGL_ON_BEGIN(_ES_Enable) float4 es_mask = PICK_SUB_TEX2D(_EmissionMap, _MainTex, uv_main).rgba; float4 es_color = _EmissionColor * es_mask; - o.Emission = es_color.rgb * es_color.a * lerp(1, _LBE_EmissionMultiplier, _LBE_Enable); + o.Emission = es_color.rgb * lerp(1, _LBE_EmissionMultiplier, _LBE_Enable); FEATURE_TGL_END #endif diff --git a/Shaders/WF_UnToon_ShadowCaster.cginc b/Shaders/WF_UnToon_ShadowCaster.cginc index 9ff97e37..9b50800a 100644 --- a/Shaders/WF_UnToon_ShadowCaster.cginc +++ b/Shaders/WF_UnToon_ShadowCaster.cginc @@ -88,6 +88,12 @@ } #endif + // ディゾルブの考慮 + if (TGL_ON(_DSV_Enable) && _DSV_Dissolve < 1 - 0.05) { + discard; + return float4(0, 0, 0, 0); + } + return frag_shadow_caster(i); } diff --git a/Shaders/WF_UnToon_Uniform.cginc b/Shaders/WF_UnToon_Uniform.cginc index cb5ac008..8c7ef805 100644 --- a/Shaders/WF_UnToon_Uniform.cginc +++ b/Shaders/WF_UnToon_Uniform.cginc @@ -125,6 +125,7 @@ // ------------------------- + #define _WF_DEFINED_LBE float _LBE_Enable; float _LBE_IndirectChroma; float _LBE_IndirectMultiplier; @@ -345,6 +346,17 @@ // ------------------------- + float _DSV_Enable; // ShadowCasterで参照するため FEATURE_TGL ではなく float で定義 + float _DSV_Dissolve; + float _DSV_Invert; + float4 _DSV_SparkColor; + float _DSV_SparkWidth; + DECL_MAIN_TEX2D(_DSV_CtrlTex); + float4 _DSV_CtrlTex_ST; + float _DSV_TexIsSRGB; + + // ------------------------- + #ifndef _WF_MOBILE FEATURE_TGL (_TFG_Enable); float4 _TFG_Color; diff --git a/Shaders/WF_Water.cginc b/Shaders/WF_Water.cginc index efe343f8..f320be99 100644 --- a/Shaders/WF_Water.cginc +++ b/Shaders/WF_Water.cginc @@ -159,7 +159,7 @@ } #define WF_DEF_WAVE_HEIGHT(id) \ - float3 calcWavingHeight##id(IN_FRAG i, inout uint cnt) { \ + float calcWavingHeight##id(IN_FRAG i, inout uint cnt) { \ float2 uv = calcWavingUV(i.uv, i.uv_lmap, i.ws_vertex, \ _WAV_UVType##id, _WAV_Direction##id, _WAV_Speed##id, _WAV_HeightMap##id##_ST); \ cnt++; \ @@ -191,14 +191,14 @@ } #define WF_DEF_WAVE_HEIGHT(id) \ - float3 calcWavingHeight##id(IN_FRAG i, inout uint cnt) { \ + float calcWavingHeight##id(IN_FRAG i, inout uint cnt) { \ if (_WAV_Enable##id) { \ float2 uv = calcWavingUV(i.uv, i.uv_lmap, i.ws_vertex, \ _WAV_UVType##id, _WAV_Direction##id, _WAV_Speed##id, _WAV_HeightMap##id##_ST); \ cnt++; \ return PICK_MAIN_TEX2D(_WAV_HeightMap##id, uv).r * 2 - 0.5; \ } else { \ - return ZERO_VEC3; \ + return 0; \ } \ } @@ -489,16 +489,14 @@ FEATURE_TGL_END UNITY_INITIALIZE_OUTPUT(v2f_surface, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - float3 ws_vertex = UnityObjectToWorldPos(v.vertex); - - o.vs_vertex = UnityWorldToClipPos(ws_vertex); + o.vs_vertex = UnityObjectToClipPos(v.vertex.xyz); o.uv = v.uv; - o.ws_vertex = ws_vertex; + o.ws_vertex = UnityObjectToWorldPos(v.vertex.xyz); o.uv_lmap = v.uv2; localNormalToWorldTangentSpace(v.normal, v.tangent, o.ws_normal, o.ws_tangent, o.ws_bitangent, 0); - o.ws_light_dir = calcWorldSpaceLightDir(o.ws_vertex); + o.ws_light_dir = calcWorldSpaceLightDir(o.ws_vertex).xyz; UNITY_TRANSFER_FOG(o, o.vs_vertex); return o; @@ -569,11 +567,9 @@ FEATURE_TGL_END UNITY_INITIALIZE_OUTPUT(v2f_caustics, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - float3 ws_vertex = UnityObjectToWorldPos(v.vertex); - - o.vs_vertex = UnityWorldToClipPos(ws_vertex); + o.vs_vertex = UnityObjectToClipPos(v.vertex.xyz); o.uv = v.uv; - o.ws_vertex = ws_vertex; + o.ws_vertex = UnityObjectToWorldPos(v.vertex.xyz); o.uv_lmap = v.uv2; UNITY_TRANSFER_FOG(o, o.vs_vertex); @@ -610,10 +606,8 @@ FEATURE_TGL_END UNITY_INITIALIZE_OUTPUT(v2f_depthfog, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - float3 ws_vertex = UnityObjectToWorldPos(v.vertex); - - o.vs_vertex = UnityWorldToClipPos(ws_vertex); - o.ws_vertex = ws_vertex; + o.vs_vertex = UnityObjectToClipPos(v.vertex.xyz); + o.ws_vertex = UnityObjectToWorldPos(v.vertex.xyz); UNITY_TRANSFER_FOG(o, o.vs_vertex); return o; @@ -654,11 +648,9 @@ FEATURE_TGL_END UNITY_INITIALIZE_OUTPUT(v2f_lamp, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - float3 ws_vertex = UnityObjectToWorldPos(v.vertex); - - o.vs_vertex = UnityWorldToClipPos(ws_vertex); + o.vs_vertex = UnityObjectToClipPos(v.vertex.xyz); o.uv = v.uv; - o.ws_vertex = ws_vertex; + o.ws_vertex = UnityObjectToWorldPos(v.vertex.xyz); o.uv_lmap = v.uv2; #ifdef _WF_WATER_LAMP_POINT o.ws_base_pos = UnityObjectToWorldPos(_WAR_BasePosOffset); diff --git a/Shaders/WF_Water_Uniform.cginc b/Shaders/WF_Water_Uniform.cginc index 73f05e80..2672ea12 100644 --- a/Shaders/WF_Water_Uniform.cginc +++ b/Shaders/WF_Water_Uniform.cginc @@ -94,7 +94,6 @@ uint _AL_Source; float _AL_Power; float _AL_Fresnel; - float _AL_AlphaToMask; float _AL_Z_Offset; float _AL_InvMaskVal; diff --git "a/Texture/Noise\347\264\240\346\235\220.meta" b/Texture/Noise.meta similarity index 100% rename from "Texture/Noise\347\264\240\346\235\220.meta" rename to Texture/Noise.meta diff --git "a/Texture/Noise\347\264\240\346\235\220/noise_\343\203\251\343\203\263\343\203\200\343\203\240(\347\262\227)_1024.png" "b/Texture/Noise/noise_\343\203\251\343\203\263\343\203\200\343\203\240(\347\262\227)_1024.png" similarity index 100% rename from "Texture/Noise\347\264\240\346\235\220/noise_\343\203\251\343\203\263\343\203\200\343\203\240(\347\262\227)_1024.png" rename to "Texture/Noise/noise_\343\203\251\343\203\263\343\203\200\343\203\240(\347\262\227)_1024.png" diff --git "a/Texture/Noise\347\264\240\346\235\220/noise_\343\203\251\343\203\263\343\203\200\343\203\240(\347\262\227)_1024.png.meta" "b/Texture/Noise/noise_\343\203\251\343\203\263\343\203\200\343\203\240(\347\262\227)_1024.png.meta" similarity index 100% rename from "Texture/Noise\347\264\240\346\235\220/noise_\343\203\251\343\203\263\343\203\200\343\203\240(\347\262\227)_1024.png.meta" rename to "Texture/Noise/noise_\343\203\251\343\203\263\343\203\200\343\203\240(\347\262\227)_1024.png.meta" diff --git "a/Texture/Noise\347\264\240\346\235\220/noise_\343\203\251\343\203\263\343\203\200\343\203\240(\347\264\260)_1024.png" "b/Texture/Noise/noise_\343\203\251\343\203\263\343\203\200\343\203\240(\347\264\260)_1024.png" similarity index 100% rename from "Texture/Noise\347\264\240\346\235\220/noise_\343\203\251\343\203\263\343\203\200\343\203\240(\347\264\260)_1024.png" rename to "Texture/Noise/noise_\343\203\251\343\203\263\343\203\200\343\203\240(\347\264\260)_1024.png" diff --git "a/Texture/Noise\347\264\240\346\235\220/noise_\343\203\251\343\203\263\343\203\200\343\203\240(\347\264\260)_1024.png.meta" "b/Texture/Noise/noise_\343\203\251\343\203\263\343\203\200\343\203\240(\347\264\260)_1024.png.meta" similarity index 100% rename from "Texture/Noise\347\264\240\346\235\220/noise_\343\203\251\343\203\263\343\203\200\343\203\240(\347\264\260)_1024.png.meta" rename to "Texture/Noise/noise_\343\203\251\343\203\263\343\203\200\343\203\240(\347\264\260)_1024.png.meta" diff --git "a/Texture/Noise\347\264\240\346\235\220/normal_\343\203\251\343\203\263\343\203\200\343\203\240(\347\262\227)_1024.png" "b/Texture/Noise/noise_\343\203\251\343\203\263\343\203\200\343\203\240Point(\347\262\227)_1024.png" similarity index 100% rename from "Texture/Noise\347\264\240\346\235\220/normal_\343\203\251\343\203\263\343\203\200\343\203\240(\347\262\227)_1024.png" rename to "Texture/Noise/noise_\343\203\251\343\203\263\343\203\200\343\203\240Point(\347\262\227)_1024.png" diff --git "a/Texture/Noise/noise_\343\203\251\343\203\263\343\203\200\343\203\240Point(\347\262\227)_1024.png.meta" "b/Texture/Noise/noise_\343\203\251\343\203\263\343\203\200\343\203\240Point(\347\262\227)_1024.png.meta" new file mode 100644 index 00000000..5b9bedde --- /dev/null +++ "b/Texture/Noise/noise_\343\203\251\343\203\263\343\203\200\343\203\240Point(\347\262\227)_1024.png.meta" @@ -0,0 +1,140 @@ +fileFormatVersion: 2 +guid: fb04069494cb2b94d8460be119f68efd +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 1 + streamingMipmapsPriority: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 0 + aniso: 1 + mipBias: 0 + wrapU: 0 + wrapV: 0 + wrapW: 0 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 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androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Android + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 1 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: WebGL + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 1 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: iPhone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 1 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git "a/Texture/Noise\347\264\240\346\235\220/normal_\343\203\251\343\203\263\343\203\200\343\203\240(\347\264\260)_1024.png" "b/Texture/Noise/noise_\343\203\251\343\203\263\343\203\200\343\203\240Point(\347\264\260)_1024.png" similarity index 100% rename from "Texture/Noise\347\264\240\346\235\220/normal_\343\203\251\343\203\263\343\203\200\343\203\240(\347\264\260)_1024.png" rename to "Texture/Noise/noise_\343\203\251\343\203\263\343\203\200\343\203\240Point(\347\264\260)_1024.png" diff --git "a/Texture/Noise/noise_\343\203\251\343\203\263\343\203\200\343\203\240Point(\347\264\260)_1024.png.meta" "b/Texture/Noise/noise_\343\203\251\343\203\263\343\203\200\343\203\240Point(\347\264\260)_1024.png.meta" new file mode 100644 index 00000000..06f3d630 --- /dev/null +++ "b/Texture/Noise/noise_\343\203\251\343\203\263\343\203\200\343\203\240Point(\347\264\260)_1024.png.meta" @@ -0,0 +1,140 @@ +fileFormatVersion: 2 +guid: ed4e1e76e7d3e914cb66c318ed652479 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 1 + streamingMipmapsPriority: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 0 + aniso: 1 + mipBias: 0 + wrapU: 0 + wrapV: 0 + wrapW: 0 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 0 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + applyGammaDecoding: 1 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 1 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 1 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Android + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 1 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: WebGL + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 1 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: iPhone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 1 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git "a/Texture/Noise\347\264\240\346\235\220/noise_\345\207\271\345\207\270(\347\262\227)_1024.png" "b/Texture/Noise/noise_\345\207\271\345\207\270(\347\262\227)_1024.png" similarity index 100% rename from "Texture/Noise\347\264\240\346\235\220/noise_\345\207\271\345\207\270(\347\262\227)_1024.png" rename to "Texture/Noise/noise_\345\207\271\345\207\270(\347\262\227)_1024.png" diff --git "a/Texture/Noise\347\264\240\346\235\220/noise_\345\207\271\345\207\270(\347\262\227)_1024.png.meta" "b/Texture/Noise/noise_\345\207\271\345\207\270(\347\262\227)_1024.png.meta" similarity index 100% rename from "Texture/Noise\347\264\240\346\235\220/noise_\345\207\271\345\207\270(\347\262\227)_1024.png.meta" rename to "Texture/Noise/noise_\345\207\271\345\207\270(\347\262\227)_1024.png.meta" diff --git "a/Texture/Noise\347\264\240\346\235\220/noise_\345\207\271\345\207\270(\347\264\260)_1024.png" "b/Texture/Noise/noise_\345\207\271\345\207\270(\347\264\260)_1024.png" similarity index 100% rename from "Texture/Noise\347\264\240\346\235\220/noise_\345\207\271\345\207\270(\347\264\260)_1024.png" rename to "Texture/Noise/noise_\345\207\271\345\207\270(\347\264\260)_1024.png" diff --git "a/Texture/Noise\347\264\240\346\235\220/noise_\345\207\271\345\207\270(\347\264\260)_1024.png.meta" "b/Texture/Noise/noise_\345\207\271\345\207\270(\347\264\260)_1024.png.meta" similarity index 100% rename from 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