Files
Hasebe/Assets/uchwch/Toon/Shader/Toon_ShadingGradeMap_AngelRing_Mobile.shader
T
2026-09-24 20:49:06 +03:00

157 lines
9.2 KiB
GLSL

//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/AngelRing/Toon_ShadingGradeMap" {
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
_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
////天使の輪追加プロパティ.
[MaterialToggle] _AngelRing ("AngelRing", Float ) = 0
_AngelRing_Sampler ("AngelRing_Sampler", 2D) = "black" {}
_AngelRing_Color ("AngelRing_Color", Color) = (1,1,1,1)
[MaterialToggle] _Is_LightColor_AR ("Is_LightColor_AR", Float ) = 1
_AR_OffsetU ("AR_OffsetU", Range(0, 0.5)) = 0
_AR_OffsetV ("AR_OffsetV", Range(0, 1)) = 0.3
[MaterialToggle] _ARSampler_AlphaOn ("ARSampler_AlphaOn", Float ) = 0
//ここまで.
//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
//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 {
"RenderType"="Opaque"
}
UsePass "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap/OUTLINE"
UsePass "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap/FORWARD"
UsePass "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap/SHADOWCASTER"
}
FallBack "Legacy Shaders/VertexLit"
CustomEditor "UnityChan.UTS2GUI"
}