//Unitychan Toon Shader ver.2.0 //v.2.0.6 //nobuyuki@unity3d.com //https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project //(C)Unity Technologies Japan/UCL Shader "UnityChanToonShader/Mobile/Toon_ShadingGradeMap_TransClipping" { Properties { [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 [HideInInspector] _utsVersion ("Version", Float ) = 2.06 [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK _ClippingMask ("ClippingMask", 2D) = "white" {} [MaterialToggle] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 [MaterialToggle] _Inverse_Clipping ("Inverse_Clipping", Float ) = 0 _Clipping_Level ("Clipping_Level", Range(0, 1)) = 0 _Tweak_transparency ("Tweak_transparency", Range(-1, 1)) = 0 _MainTex ("BaseMap", 2D) = "white" {} _BaseColor ("BaseColor", Color) = (1,1,1,1) //v.2.0.5 : Clipping/TransClipping for SSAO Problems in PostProcessing Stack. //If you want to go back the former SSAO results, comment out the below line. [HideInInspector] _Color ("Color", Color) = (1,1,1,1) // [MaterialToggle] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} //v.2.0.5 [MaterialToggle] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) [MaterialToggle] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} //v.2.0.5 [MaterialToggle] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) [MaterialToggle] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 _NormalMap ("NormalMap", 2D) = "bump" {} _BumpScale ("Normal Scale", Range(0, 1)) = 1 [MaterialToggle] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 //v.2.0.4.4 [MaterialToggle] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 //v.2.0.6 [HideInInspector] _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 [HideInInspector] _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 [HideInInspector] _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 [HideInInspector] _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 _ShadingGradeMap ("ShadingGradeMap", 2D) = "white" {} //v.2.0.6 _Tweak_ShadingGradeMapLevel ("Tweak_ShadingGradeMapLevel", Range(-0.5, 0.5)) = 0 _BlurLevelSGM ("Blur Level of ShadingGradeMap", Range(0, 10)) = 0 // _HighColor ("HighColor", Color) = (0,0,0,1) //v.2.0.4 HighColor_Tex _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} [MaterialToggle] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 [MaterialToggle] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 [MaterialToggle] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 [MaterialToggle] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 [MaterialToggle] _Is_UseTweakHighColorOnShadow ("Is_UseTweakHighColorOnShadow", Float ) = 0 _TweakHighColorOnShadow ("TweakHighColorOnShadow", Range(0, 1)) = 0 //ハイカラーマスク. _Set_HighColorMask ("Set_HighColorMask", 2D) = "white" {} _Tweak_HighColorMaskLevel ("Tweak_HighColorMaskLevel", Range(-1, 1)) = 0 [MaterialToggle] _RimLight ("RimLight", Float ) = 0 _RimLightColor ("RimLightColor", Color) = (1,1,1,1) [MaterialToggle] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 [MaterialToggle] _Is_NormalMapToRimLight ("Is_NormalMapToRimLight", Float ) = 0 _RimLight_Power ("RimLight_Power", Range(0, 1)) = 0.1 _RimLight_InsideMask ("RimLight_InsideMask", Range(0.0001, 1)) = 0.0001 [MaterialToggle] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 //リムライト追加プロパティ. [MaterialToggle] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 [MaterialToggle] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) [MaterialToggle] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 [MaterialToggle] _Ap_RimLight_FeatherOff ("Ap_RimLight_FeatherOff", Float ) = 0 //リムライトマスク. _Set_RimLightMask ("Set_RimLightMask", 2D) = "white" {} _Tweak_RimLightMaskLevel ("Tweak_RimLightMaskLevel", Range(-1, 1)) = 0 //ここまで. [MaterialToggle] _MatCap ("MatCap", Float ) = 0 _MatCap_Sampler ("MatCap_Sampler", 2D) = "black" {} //v.2.0.6 _BlurLevelMatcap ("Blur Level of MatCap_Sampler", Range(0, 10)) = 0 _MatCapColor ("MatCapColor", Color) = (1,1,1,1) [MaterialToggle] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 [MaterialToggle] _Is_BlendAddToMatCap ("Is_BlendAddToMatCap", Float ) = 1 _Tweak_MatCapUV ("Tweak_MatCapUV", Range(-0.5, 0.5)) = 0 _Rotate_MatCapUV ("Rotate_MatCapUV", Range(-1, 1)) = 0 //v.2.0.6 [MaterialToggle] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 [MaterialToggle] _Is_NormalMapForMatCap ("Is_NormalMapForMatCap", Float ) = 0 _NormalMapForMatCap ("NormalMapForMatCap", 2D) = "bump" {} _BumpScaleMatcap ("Scale for NormalMapforMatCap", Range(0, 1)) = 1 _Rotate_NormalMapForMatCapUV ("Rotate_NormalMapForMatCapUV", Range(-1, 1)) = 0 [MaterialToggle] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0 _TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0 //MatcapMask _Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {} _Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0 [MaterialToggle] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 //v.2.0.5 [MaterialToggle] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 //v.2.0.4 Emissive _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) //Outline [KeywordEnum(NML,POS)] _OUTLINE("OUTLINE MODE", Float) = 0 _Outline_Width ("Outline_Width", Float ) = 0 _Farthest_Distance ("Farthest_Distance", Float ) = 100 _Nearest_Distance ("Nearest_Distance", Float ) = 0.5 _Outline_Sampler ("Outline_Sampler", 2D) = "white" {} _Outline_Color ("Outline_Color", Color) = (0.5,0.5,0.5,1) [MaterialToggle] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 //v.2.0.4 [MaterialToggle] _Is_OutlineTex ("Is_OutlineTex", Float ) = 0 _OutlineTex ("OutlineTex", 2D) = "white" {} //Offset parameter _Offset_Z ("Offset_Camera_Z", Float) = 0 //v.2.0.4.3 Baked Nrmal Texture for Outline [MaterialToggle] _Is_BakedNormal ("Is_BakedNormal", Float ) = 0 _BakedNormal ("Baked Normal for Outline", 2D) = "white" {} //GI Intensity _GI_Intensity ("GI_Intensity", Range(0, 1)) = 0 //For VR Chat under No effective light objects _Unlit_Intensity ("Unlit_Intensity", Range(0.001, 4)) = 1 //v.2.0.5 [MaterialToggle] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 //Built-in Light Direction [MaterialToggle] _Is_BLD ("Advanced : Activate Built-in Light Direction", Float ) = 0 _Offset_X_Axis_BLD (" Offset X-Axis (Built-in Light Direction)", Range(-1, 1)) = -0.05 _Offset_Y_Axis_BLD (" Offset Y-Axis (Built-in Light Direction)", Range(-1, 1)) = 0.09 [MaterialToggle] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 } SubShader { Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" } UsePass "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping/OUTLINE" UsePass "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping/FORWARD" UsePass "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping/SHADOWCASTER" } FallBack "Legacy Shaders/VertexLit" CustomEditor "UnityChan.UTS2GUI" }