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name: BagSpine + parentName: BagNeck + position: {x: -0, y: -0.030999998, z: -0.012999999} + rotation: {x: -0, y: -1.3877788e-17, z: -1.6653345e-16, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: BagHip + parentName: BagSpine + position: {x: -0, y: -0.04, z: -0.018} + rotation: {x: -0, y: -1.3877788e-17, z: -1.6653345e-16, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: BagLeftLeg01 + parentName: BagHip + position: {x: -0.03, y: -0.027, z: -0.008} + rotation: {x: -2.220446e-16, y: -2.220446e-16, z: -1.110223e-16, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: BagLeftLeg02 + parentName: BagLeftLeg01 + position: {x: -0.01, y: -0.024999999, z: -0.018} + rotation: {x: -2.7755576e-16, y: -1.5265567e-16, z: -1.3877788e-16, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: BagRightLeg01 + parentName: BagHip + position: {x: 0.03, y: -0.027, z: -0.008} + rotation: {x: 1, y: -2.8327693e-16, z: 2.8327693e-16, w: -9.494107e-16} + scale: {x: 1, y: 1, z: 1} + - name: BagRightLeg02 + parentName: BagRightLeg01 + position: {x: 0.01, y: 0.024999999, z: 0.018} + rotation: {x: 1.6081226e-16, y: -1.6081226e-16, z: -1.6081226e-16, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: BagFastenerNeck + parentName: BagNeck + position: {x: -0, y: -0.0069999998, z: 0.016} + rotation: {x: 2.7755576e-17, y: -1.9428903e-16, z: 3.0531133e-16, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: BagLeftHand01 + parentName: BagNeck + position: {x: -0.044, y: -0.017, z: -0.006} + rotation: {x: -7.632783e-17, y: 6.938894e-17, z: -1.110223e-16, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: BagLeftHand02 + parentName: BagLeftHand01 + position: {x: -0.027, y: -0.022, z: -0.006} + rotation: {x: -1.07552856e-16, y: 1.0408341e-16, z: -2.7755576e-16, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: BagRightHand01 + parentName: BagNeck + position: {x: 0.044, y: -0.017, z: -0.006} + rotation: {x: 1, y: 1.6081226e-16, z: -1.6081226e-16, w: 6.123234e-17} + scale: {x: 1, y: 1, z: 1} + - name: BagRightHand02 + parentName: BagRightHand01 + position: {x: 0.027, y: 0.022, z: 0.006} + rotation: {x: -6.123234e-17, y: 6.123234e-17, z: 2.8327693e-16, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: BagFastenerHead + parentName: BagHead + position: {x: -0.12639031, y: 0.052092437, z: -0.044208515} + rotation: {x: -3.469447e-17, y: -4.1633363e-16, z: -2.44596e-16, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: pico + parentName: pico_chan_chr_pico_00(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: hair + parentName: pico + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: hair_front_a + parentName: hair + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: hair_front_b + parentName: hair + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: hair_back + parentName: hair + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: hair_tail_01 + parentName: hair + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: hair_tail_02 + parentName: hair + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: hair_tail_03 + parentName: hair + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: hair_tail_04 + parentName: hair + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: face + parentName: pico + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: face_base + parentName: face + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: face_ear + parentName: face + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: body + parentName: pico + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: body_base + parentName: body + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: body_hand + parentName: body + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: body_leg + parentName: body + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: goggle + parentName: pico + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: goggle_belt + parentName: goggle + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: goggle_base + parentName: goggle + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: goggle_lens + parentName: goggle + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: clothe + parentName: pico + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: clothe_shirt + parentName: clothe + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: clothe_right_arm + parentName: clothe + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: clothe_left_arm + parentName: clothe + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: clothe_arm_belt + parentName: clothe + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: clothe_pants + parentName: clothe + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: clothe_pants_belt + parentName: clothe + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: clothe_pants_bracket + parentName: clothe + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: boots + parentName: pico + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: boots_main + parentName: boots + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: boots_left + parentName: boots + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: boots_right + parentName: boots + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: jacket + parentName: pico + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: jacket_base + parentName: jacket + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: jacket_fastener + parentName: jacket + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: jacket_fastener_top + parentName: jacket + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: jacket_sub + parentName: jacket + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: picolabo + parentName: pico + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: picolabo_base + parentName: picolabo + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: picolabo_metal + parentName: picolabo + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: facial + parentName: pico_chan_chr_pico_00(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + armTwist: 0.5 + foreArmTwist: 0.5 + upperLegTwist: 0.5 + legTwist: 0.5 + armStretch: 0.05 + legStretch: 0.05 + feetSpacing: 0 + globalScale: 1 + rootMotionBoneName: + hasTranslationDoF: 0 + hasExtraRoot: 1 + skeletonHasParents: 1 + lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: 10038fdbf93c4dd43af9ce774d03a956, + type: 3} + autoGenerateAvatarMappingIfUnspecified: 1 + animationType: 3 + humanoidOversampling: 1 + avatarSetup: 2 + addHumanoidExtraRootOnlyWhenUsingAvatar: 1 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/PicoChanAnimationPack/Animations/pico_chan_anm_walk01_00.fbx + uploadId: 498274 diff --git a/Assets/Picola/Toon.meta b/Assets/Picola/Toon.meta new file mode 100644 index 00000000..135e372a --- /dev/null +++ b/Assets/Picola/Toon.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f18209fdf1dd1f64299790b7174e4ce7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Picola/Toon/Editor.meta b/Assets/Picola/Toon/Editor.meta new file mode 100644 index 00000000..60d4c514 --- /dev/null +++ b/Assets/Picola/Toon/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 093cb430087771d4b821016f6d720e7d +folderAsset: yes +timeCreated: 1549473328 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Picola/Toon/Editor/UTS2GUI.cs b/Assets/Picola/Toon/Editor/UTS2GUI.cs new file mode 100644 index 00000000..3b8a431b --- /dev/null +++ b/Assets/Picola/Toon/Editor/UTS2GUI.cs @@ -0,0 +1,1944 @@ +//Unitychan Toon Shader ver.2.0 +//UTS2GUI.cs for UTS2 v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +using UnityEngine; +using UnityEditor; + +namespace UnityChan +{ + public class UTS2GUI : ShaderGUI { + + public enum _UTS_Technique{ + DoubleSideWithFeather, ShadingGradeMap, OutlineObject + } + public enum _OutlineMode{ + NormalDirection, PositionScaling + } + + public enum _CullingMode{ + CullingOff, FrontCulling, BackCulling + } + + public enum _EmissiveMode{ + SimpleEmissive, EmissiveAnimation + } + + //enum _OutlineMode の状態を保持するための変数. + public _OutlineMode outlineMode; + public _CullingMode cullingMode; + public _EmissiveMode emissiveMode; + + //ボタンサイズ. + public GUILayoutOption[] shortButtonStyle = new GUILayoutOption[]{ GUILayout.Width(130) }; + public GUILayoutOption[] middleButtonStyle = new GUILayoutOption[]{ GUILayout.Width(130) }; + + //各種設定保持用. + //UTS2のバージョン. + static float _UTS2VersionNumber = 2.08f; + // + static int _StencilNo_Setting; + static bool _OriginalInspector = false; + static bool _SimpleUI = false; + //メッセージ表示用. + bool _Use_VrcRecommend = false; + bool _RemovedUnusedKeywordsMessage = false; + + //Foldoutの初期値. + static bool _BasicShaderSettings_Foldout = false; + static bool _BasicThreeColors_Foldout = true; + static bool _NormalMap_Foldout = false; + static bool _ShadowControlMaps_Foldout = false; + static bool _StepAndFeather_Foldout = true; + static bool _AdditionalLookdevs_Foldout = false; + static bool _HighColor_Foldout = true; + static bool _RimLight_Foldout = true; + static bool _MatCap_Foldout = true; + static bool _AngelRing_Foldout = true; + static bool _Emissive_Foldout = true; + static bool _Outline_Foldout = true; + static bool _AdvancedOutline_Foldout = false; + static bool _Tessellation_Foldout = false; + static bool _LightColorContribution_Foldout = false; + static bool _AdditionalLightingSettings_Foldout = false; + + // ----------------------------------------------------- + //m_MaterialEditorのメソッドをUIとして使うもののみを指定する. + // UTS2 materal properties ------------------------- + MaterialProperty clippingMask = null; + MaterialProperty clipping_Level = null; + MaterialProperty tweak_transparency = null; + MaterialProperty mainTex = null; + MaterialProperty baseColor = null; + MaterialProperty firstShadeMap = null; + MaterialProperty firstShadeColor = null; + MaterialProperty secondShadeMap = null; + MaterialProperty secondShadeColor = null; + MaterialProperty normalMap = null; + MaterialProperty bumpScale = null; + MaterialProperty set_1st_ShadePosition = null; + MaterialProperty set_2nd_ShadePosition = null; + MaterialProperty shadingGradeMap = null; + MaterialProperty tweak_ShadingGradeMapLevel = null; + MaterialProperty blurLevelSGM = null; + MaterialProperty tweak_SystemShadowsLevel = null; + MaterialProperty baseColor_Step = null; + MaterialProperty baseShade_Feather = null; + MaterialProperty shadeColor_Step = null; + MaterialProperty first2nd_Shades_Feather = null; + MaterialProperty first_ShadeColor_Step = null; + MaterialProperty first_ShadeColor_Feather = null; + MaterialProperty second_ShadeColor_Step = null; + MaterialProperty second_ShadeColor_Feather = null; + MaterialProperty stepOffset = null; + MaterialProperty highColor_Tex = null; + MaterialProperty highColor = null; + MaterialProperty highColor_Power = null; + MaterialProperty tweakHighColorOnShadow = null; + MaterialProperty set_HighColorMask = null; + MaterialProperty tweak_HighColorMaskLevel = null; + MaterialProperty rimLightColor = null; + MaterialProperty rimLight_Power = null; + MaterialProperty rimLight_InsideMask = null; + MaterialProperty tweak_LightDirection_MaskLevel = null; + MaterialProperty ap_RimLightColor = null; + MaterialProperty ap_RimLight_Power = null; + MaterialProperty set_RimLightMask = null; + MaterialProperty tweak_RimLightMaskLevel = null; + MaterialProperty matCap_Sampler = null; + MaterialProperty matCapColor = null; + MaterialProperty blurLevelMatcap = null; + MaterialProperty tweak_MatCapUV = null; + MaterialProperty rotate_MatCapUV = null; + MaterialProperty normalMapForMatCap = null; + MaterialProperty bumpScaleMatcap = null; + MaterialProperty rotate_NormalMapForMatCapUV = null; + MaterialProperty tweakMatCapOnShadow = null; + MaterialProperty set_MatcapMask = null; + MaterialProperty tweak_MatcapMaskLevel = null; + MaterialProperty angelRing_Sampler = null; + MaterialProperty angelRing_Color = null; + MaterialProperty ar_OffsetU = null; + MaterialProperty ar_OffsetV = null; + MaterialProperty emissive_Tex = null; + MaterialProperty emissive_Color = null; + MaterialProperty base_Speed = null; + MaterialProperty scroll_EmissiveU = null; + MaterialProperty scroll_EmissiveV = null; + MaterialProperty rotate_EmissiveUV = null; + MaterialProperty colorShift = null; + MaterialProperty colorShift_Speed = null; + MaterialProperty viewShift = null; + MaterialProperty outline_Width = null; + MaterialProperty outline_Color = null; + MaterialProperty outline_Sampler = null; + MaterialProperty offset_Z = null; + MaterialProperty farthest_Distance = null; + MaterialProperty nearest_Distance = null; + MaterialProperty outlineTex = null; + MaterialProperty bakedNormal = null; + MaterialProperty tessEdgeLength = null; + MaterialProperty tessPhongStrength = null; + MaterialProperty tessExtrusionAmount = null; + MaterialProperty gi_Intensity = null; + MaterialProperty unlit_Intensity = null; + MaterialProperty offset_X_Axis_BLD = null; + MaterialProperty offset_Y_Axis_BLD = null; + //------------------------------------------------------ + + MaterialEditor m_MaterialEditor; + + // ----------------------------------------------------- + + //m_MaterialEditorのメソッドをUIとして使うもののみを指定する. + public void FindProperties(MaterialProperty[] props) + { + //シェーダーによって無い可能性があるプロパティはfalseを追加. + clippingMask = FindProperty("_ClippingMask", props, false); + clipping_Level = FindProperty("_Clipping_Level", props, false); + tweak_transparency = FindProperty("_Tweak_transparency", props, false); + mainTex = FindProperty("_MainTex", props); + baseColor = FindProperty("_BaseColor", props); + firstShadeMap = FindProperty("_1st_ShadeMap", props); + firstShadeColor = FindProperty("_1st_ShadeColor", props); + secondShadeMap = FindProperty("_2nd_ShadeMap", props); + secondShadeColor = FindProperty("_2nd_ShadeColor", props); + normalMap = FindProperty("_NormalMap", props); + bumpScale = FindProperty("_BumpScale", props); + set_1st_ShadePosition = FindProperty("_Set_1st_ShadePosition", props, false); + set_2nd_ShadePosition = FindProperty("_Set_2nd_ShadePosition", props, false); + shadingGradeMap = FindProperty("_ShadingGradeMap", props, false); + tweak_ShadingGradeMapLevel = FindProperty("_Tweak_ShadingGradeMapLevel", props, false); + blurLevelSGM = FindProperty("_BlurLevelSGM", props, false); + tweak_SystemShadowsLevel = FindProperty("_Tweak_SystemShadowsLevel",props); + baseColor_Step = FindProperty("_BaseColor_Step",props); + baseShade_Feather = FindProperty("_BaseShade_Feather", props); + shadeColor_Step = FindProperty("_ShadeColor_Step",props); + first2nd_Shades_Feather = FindProperty("_1st2nd_Shades_Feather",props); + first_ShadeColor_Step = FindProperty("_1st_ShadeColor_Step",props); + first_ShadeColor_Feather = FindProperty("_1st_ShadeColor_Feather", props); + second_ShadeColor_Step = FindProperty("_2nd_ShadeColor_Step", props); + second_ShadeColor_Feather = FindProperty("_2nd_ShadeColor_Feather",props); + stepOffset = FindProperty("_StepOffset", props, false); + highColor_Tex = FindProperty("_HighColor_Tex",props); + highColor = FindProperty("_HighColor", props); + highColor_Power = FindProperty("_HighColor_Power", props); + tweakHighColorOnShadow = FindProperty("_TweakHighColorOnShadow", props); + set_HighColorMask = FindProperty("_Set_HighColorMask", props); + tweak_HighColorMaskLevel = FindProperty("_Tweak_HighColorMaskLevel", props); + rimLightColor = FindProperty("_RimLightColor", props); + rimLight_Power = FindProperty("_RimLight_Power", props); + rimLight_InsideMask = FindProperty("_RimLight_InsideMask", props); + tweak_LightDirection_MaskLevel = FindProperty("_Tweak_LightDirection_MaskLevel", props); + ap_RimLightColor = FindProperty("_Ap_RimLightColor", props); + ap_RimLight_Power = FindProperty("_Ap_RimLight_Power", props); + set_RimLightMask = FindProperty("_Set_RimLightMask", props); + tweak_RimLightMaskLevel = FindProperty("_Tweak_RimLightMaskLevel", props); + matCap_Sampler = FindProperty("_MatCap_Sampler", props); + matCapColor = FindProperty("_MatCapColor", props); + blurLevelMatcap = FindProperty("_BlurLevelMatcap", props); + tweak_MatCapUV = FindProperty("_Tweak_MatCapUV", props); + rotate_MatCapUV = FindProperty("_Rotate_MatCapUV", props); + normalMapForMatCap = FindProperty("_NormalMapForMatCap", props); + bumpScaleMatcap = FindProperty("_BumpScaleMatcap", props); + rotate_NormalMapForMatCapUV = FindProperty("_Rotate_NormalMapForMatCapUV", props); + tweakMatCapOnShadow = FindProperty("_TweakMatCapOnShadow", props); + set_MatcapMask = FindProperty("_Set_MatcapMask", props); + tweak_MatcapMaskLevel = FindProperty("_Tweak_MatcapMaskLevel", props); + angelRing_Sampler = FindProperty("_AngelRing_Sampler", props, false); + angelRing_Color = FindProperty("_AngelRing_Color", props, false); + ar_OffsetU = FindProperty("_AR_OffsetU", props, false); + ar_OffsetV = FindProperty("_AR_OffsetV", props, false); + emissive_Tex = FindProperty("_Emissive_Tex", props); + emissive_Color = FindProperty("_Emissive_Color", props); + base_Speed = FindProperty("_Base_Speed", props); + scroll_EmissiveU = FindProperty("_Scroll_EmissiveU", props); + scroll_EmissiveV = FindProperty("_Scroll_EmissiveV",props); + rotate_EmissiveUV = FindProperty("_Rotate_EmissiveUV", props); + colorShift = FindProperty("_ColorShift", props); + colorShift_Speed = FindProperty("_ColorShift_Speed", props); + viewShift = FindProperty("_ViewShift", props); + outline_Width = FindProperty("_Outline_Width", props, false); + outline_Color = FindProperty("_Outline_Color", props, false); + outline_Sampler = FindProperty("_Outline_Sampler", props, false); + offset_Z = FindProperty("_Offset_Z", props, false); + farthest_Distance = FindProperty("_Farthest_Distance", props, false); + nearest_Distance = FindProperty("_Nearest_Distance", props, false); + outlineTex = FindProperty("_OutlineTex", props, false); + bakedNormal = FindProperty("_BakedNormal", props, false); + tessEdgeLength = FindProperty("_TessEdgeLength", props, false); + tessPhongStrength = FindProperty("_TessPhongStrength", props, false); + tessExtrusionAmount = FindProperty("_TessExtrusionAmount", props, false); + gi_Intensity = FindProperty("_GI_Intensity", props); + unlit_Intensity = FindProperty("_Unlit_Intensity", props); + offset_X_Axis_BLD = FindProperty("_Offset_X_Axis_BLD", props); + offset_Y_Axis_BLD = FindProperty("_Offset_Y_Axis_BLD", props); + } + // -------------------------------- + + // -------------------------------- + static void Line() + { + GUILayout.Box("", GUILayout.ExpandWidth(true), GUILayout.Height(1)); + } + + static bool Foldout(bool display, string title) + { + var style = new GUIStyle("ShurikenModuleTitle"); + style.font = new GUIStyle(EditorStyles.boldLabel).font; + style.border = new RectOffset(15, 7, 4, 4); + style.fixedHeight = 22; + style.contentOffset = new Vector2(20f, -2f); + + var rect = GUILayoutUtility.GetRect(16f, 22f, style); + GUI.Box(rect, title, style); + + var e = Event.current; + + var toggleRect = new Rect(rect.x + 4f, rect.y + 2f, 13f, 13f); + if (e.type == EventType.Repaint) + { + EditorStyles.foldout.Draw(toggleRect, false, false, display, false); + } + + if (e.type == EventType.MouseDown && rect.Contains(e.mousePosition)) + { + display = !display; + e.Use(); + } + + return display; + } + + static bool FoldoutSubMenu(bool display, string title) + { + var style = new GUIStyle("ShurikenModuleTitle"); + style.font = new GUIStyle(EditorStyles.boldLabel).font; + style.border = new RectOffset(15, 7, 4, 4); + style.padding = new RectOffset(5, 7, 4, 4); + style.fixedHeight = 22; + style.contentOffset = new Vector2(32f, -2f); + + var rect = GUILayoutUtility.GetRect(16f, 22f, style); + GUI.Box(rect, title, style); + + var e = Event.current; + + var toggleRect = new Rect(rect.x + 16f, rect.y + 2f, 13f, 13f); + if (e.type == EventType.Repaint) + { + EditorStyles.foldout.Draw(toggleRect, false, false, display, false); + } + + if (e.type == EventType.MouseDown && rect.Contains(e.mousePosition)) + { + display = !display; + e.Use(); + } + + return display; + } + + + + + // -------------------------------- + //m_MaterialEditorのメソッドをUIとして使うもののみを指定する. 1行表示のテクスチャ&カラー指定用. + private static class Styles + { + public static GUIContent baseColorText = new GUIContent("BaseMap","Base Color : Texture(sRGB) × Color(RGB) Default:White"); + public static GUIContent firstShadeColorText = new GUIContent("1st ShadeMap","1st ShadeColor : Texture(sRGB) × Color(RGB) Default:White"); + public static GUIContent secondShadeColorText = new GUIContent("2nd ShadeMap","2nd ShadeColor : Texture(sRGB) × Color(RGB) Default:White"); + public static GUIContent normalMapText = new GUIContent("NormalMap","NormalMap : Texture(bump)"); + public static GUIContent highColorText = new GUIContent("HighColor","High Color : Texture(sRGB) × Color(RGB) Default:Black"); + public static GUIContent highColorMaskText = new GUIContent("HighColor Mask","HighColor Mask : Texture(linear)"); + public static GUIContent rimLightMaskText = new GUIContent("RimLight Mask","RimLight Mask : Texture(linear)"); + public static GUIContent matCapSamplerText = new GUIContent("MatCap Sampler","MatCap Sampler : Texture(sRGB) × Color(RGB) Default:White"); + public static GUIContent matCapMaskText = new GUIContent("MatCap Mask","MatCap Mask : Texture(linear)"); + public static GUIContent angelRingText = new GUIContent("AngelRing","AngelRing : Texture(sRGB) × Color(RGB) Default:Black"); + public static GUIContent emissiveTexText = new GUIContent("Emissive","Emissive : Texture(sRGB)× EmissiveMask(alpha) × Color(HDR) Default:Black"); + public static GUIContent shadingGradeMapText = new GUIContent("Shading Grade Map","影のかかり方マップ。UV座標で影のかかりやすい場所を指定する。Shading Grade Map : Texture(linear)"); + public static GUIContent firstPositionMapText = new GUIContent("1st Shade Position Map","1影色領域に落ちる固定影の位置を、UV座標で指定する。1st Position Map : Texture(linear)"); + public static GUIContent secondPositionMapText = new GUIContent("2nd Shade Position Map","2影色領域に落ちる固定影の位置を、UV座標で指定する。2nd Position Map : Texture(linear)"); + public static GUIContent outlineSamplerText = new GUIContent("Outline Sampler","Outline Sampler : Texture(linear)"); + public static GUIContent outlineTexText = new GUIContent("Outline tex","Outline Tex : Texture(sRGB) Default:White"); + public static GUIContent bakedNormalOutlineText = new GUIContent("Baked NormalMap for Outline","Unpacked Normal Map : Texture(linear) ※通常のノーマルマップではないので注意"); + public static GUIContent clippingMaskText = new GUIContent("Clipping Mask","Clipping Mask : Texture(linear)"); + } + // -------------------------------- + + public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props) + { + EditorGUIUtility.fieldWidth = 0; + FindProperties(props); + m_MaterialEditor = materialEditor; + Material material = materialEditor.target as Material; + + //v.2.0.7.2 / v.2.0.7.4 + //v.2.0.4.3p1以前のBaseMap名との互換性対策、および_utsVersionの更新をおこなう. + //shader側で新規設定されるのは、_utsVersion = 2.08fなので、CustomGUI側でサブバージョンを付ける. + if(material.GetFloat("_utsVersion") < _UTS2VersionNumber) + { + //_MainTexを使っている世代は、_BaseMapにはテクスチャ情報はない. + if(material.GetTexture("_BaseMap") != null) + { + //v.2.0.4.3p1以前は_BaseMapにテクスチャ情報があるので、_MainTexにコピー. + material.SetTexture("_MainTex",material.GetTexture("_BaseMap")); + //処理が終わったので、_utsVersionを更新して設定. + material.SetFloat("_utsVersion", _UTS2VersionNumber); + }else{ + //処理が不要な場合も、_utsVersionを更新して設定. + material.SetFloat("_utsVersion", _UTS2VersionNumber); + } + } + //ここまで. + + //UTSのシェーダー方式の確認. + CheckUtsTechnique(material); + + //1行目の横並び3ボタン. + EditorGUILayout.BeginHorizontal(); + //Original Inspectorの選択チェック. + if(material.HasProperty("_simpleUI")){ + var selectedUI = material.GetInt("_simpleUI"); + if(selectedUI==2){ + _OriginalInspector = true; //Original GUI + }else if(selectedUI == 1){ + _SimpleUI = true; //UTS2 Biginner GUI + } + //Original/Custom GUI 切り替えボタン. + if (_OriginalInspector) + { + if (GUILayout.Button("Change CustomUI",middleButtonStyle)) + { + _OriginalInspector = false; + material.SetInt("_simpleUI",0); //UTS2 Pro GUI + } + OpenManualLink(); + //継承したレイアウトのクリア. + EditorGUILayout.EndHorizontal(); + //オリジナルのGUI表示 + m_MaterialEditor.PropertiesDefaultGUI(props); + return; + } + if (GUILayout.Button("Show All properties",middleButtonStyle)) + { + _OriginalInspector = true; + material.SetInt("_simpleUI",2); //Original GUI + } + } + //マニュアルを開く. + OpenManualLink(); + EditorGUILayout.EndHorizontal(); + + EditorGUI.BeginChangeCheck(); + + EditorGUILayout.Space(); + + _BasicShaderSettings_Foldout = Foldout(_BasicShaderSettings_Foldout, "Basic Shader Settings"); + if(_BasicShaderSettings_Foldout) + { + EditorGUI.indentLevel++; + //EditorGUILayout.Space(); + GUI_SetCullingMode(material); + + if(material.HasProperty("_StencilNo")){ + + GUI_SetStencilNo(material); + } + + if(material.HasProperty("_ClippingMask")){ + GUI_SetClippingMask(material); + } + + if(material.HasProperty("_Tweak_transparency")){ + GUI_SetTransparencySetting(material); + } + + GUI_OptionMenu(material); + + EditorGUI.indentLevel--; + } + + EditorGUILayout.Space(); + + _BasicThreeColors_Foldout = Foldout(_BasicThreeColors_Foldout, "【Basic Three Colors and Control Maps Setups】"); + if(_BasicThreeColors_Foldout) + { + EditorGUI.indentLevel++; + //EditorGUILayout.Space(); + GUI_BasicThreeColors(material); + EditorGUI.indentLevel--; + } + + EditorGUILayout.Space(); + + _StepAndFeather_Foldout = Foldout(_StepAndFeather_Foldout, "【Basic Lookdevs : Shading Step and Feather Settings】"); + if (_StepAndFeather_Foldout) + { + EditorGUI.indentLevel++; + //EditorGUILayout.Space(); + GUI_StepAndFeather(material); + EditorGUI.indentLevel--; + } + + EditorGUILayout.Space(); + + _HighColor_Foldout = Foldout(_HighColor_Foldout, "【HighColor Settings】"); + if (_HighColor_Foldout) + { + EditorGUI.indentLevel++; + EditorGUILayout.Space(); + GUI_HighColor(material); + EditorGUI.indentLevel--; + } + + EditorGUILayout.Space(); + + _RimLight_Foldout = Foldout(_RimLight_Foldout, "【RimLight Settings】"); + if (_RimLight_Foldout) + { + EditorGUI.indentLevel++; + EditorGUILayout.Space(); + GUI_RimLight(material); + EditorGUI.indentLevel--; + } + + EditorGUILayout.Space(); + + _MatCap_Foldout = Foldout(_MatCap_Foldout, "【MatCap : Texture Projection Settings】"); + if (_MatCap_Foldout) + { + EditorGUI.indentLevel++; + EditorGUILayout.Space(); + GUI_MatCap(material); + EditorGUI.indentLevel--; + } + + EditorGUILayout.Space(); + + if(material.HasProperty("_AngelRing")){ + _AngelRing_Foldout = Foldout(_AngelRing_Foldout, "【AngelRing Projection Settings】"); + if (_AngelRing_Foldout) + { + EditorGUI.indentLevel++; + EditorGUILayout.Space(); + GUI_AngelRing(material); + EditorGUI.indentLevel--; + } + + EditorGUILayout.Space(); + } + + _Emissive_Foldout = Foldout(_Emissive_Foldout, "【Emissive : Self-luminescence Settings】"); + if (_Emissive_Foldout) + { + EditorGUI.indentLevel++; + //EditorGUILayout.Space(); + GUI_Emissive(material); + EditorGUI.indentLevel--; + } + + EditorGUILayout.Space(); + + if(material.HasProperty("_OUTLINE")){ + _Outline_Foldout = Foldout(_Outline_Foldout, "【Outline Settings】"); + if (_Outline_Foldout) + { + EditorGUI.indentLevel++; + EditorGUILayout.Space(); + GUI_Outline(material); + EditorGUI.indentLevel--; + } + EditorGUILayout.Space(); + } + + if(material.HasProperty("_TessEdgeLength")){ + _Tessellation_Foldout = Foldout(_Tessellation_Foldout, "【DX11 Phong Tessellation Settings】"); + if (_Tessellation_Foldout) + { + EditorGUI.indentLevel++; + EditorGUILayout.Space(); + GUI_Tessellation(material); + EditorGUI.indentLevel--; + } + + EditorGUILayout.Space(); + } + + if(!_SimpleUI){ + _LightColorContribution_Foldout = Foldout(_LightColorContribution_Foldout, "【LightColor Contribution to Materials】"); + if (_LightColorContribution_Foldout) + { + EditorGUI.indentLevel++; + //EditorGUILayout.Space(); + GUI_LightColorContribution(material); + EditorGUI.indentLevel--; + } + + EditorGUILayout.Space(); + + _AdditionalLightingSettings_Foldout = Foldout(_AdditionalLightingSettings_Foldout, "【Environmental Lighting Contributions Setups】"); + if (_AdditionalLightingSettings_Foldout) + { + EditorGUI.indentLevel++; + EditorGUILayout.Space(); + GUI_AdditionalLightingSettings(material); + EditorGUI.indentLevel--; + } + + EditorGUILayout.Space(); + } + + if (EditorGUI.EndChangeCheck()) + { + m_MaterialEditor.PropertiesChanged(); + } + + }// End of OnGUI() + + + // -------------------------------- + + void CheckUtsTechnique(Material material){ + if (material.HasProperty("_utsTechnique"))//DoubleWithFeather==0 or ShadingGradeMap==1 + { + if(material.GetInt("_utsTechnique") == (int)_UTS_Technique.DoubleSideWithFeather) //DWF + { + if(!material.HasProperty("_Set_1st_ShadePosition")){ + //SGMに変更. + material.SetInt("_utsTechnique", (int)_UTS_Technique.ShadingGradeMap); + } + }else if(material.GetInt("_utsTechnique") == (int)_UTS_Technique.ShadingGradeMap){ //SGM + //SGM + if(!material.HasProperty("_ShadingGradeMap")){ + //DWFに変更. + material.SetInt("_utsTechnique", (int)_UTS_Technique.DoubleSideWithFeather); + } + }else{ + + } + }else{ + + } + } + + void OpenManualLink(){ + if (GUILayout.Button("日本語マニュアル",middleButtonStyle)) + { + Application.OpenURL("https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project/blob/release/legacy/2.0/Manual/UTS2_Manual_ja.md"); + } + if (GUILayout.Button("English manual",middleButtonStyle)) + { + Application.OpenURL("https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project/blob/release/legacy/2.0/Manual/UTS2_Manual_en.md"); + } + } + + void GUI_SetCullingMode(Material material){ + int _CullMode_Setting = material.GetInt("_CullMode"); + //Enum形式に変換して、outlineMode変数に保持しておく. + if ((int)_CullingMode.CullingOff == _CullMode_Setting){ + cullingMode = _CullingMode.CullingOff; + }else if((int)_CullingMode.FrontCulling == _CullMode_Setting){ + cullingMode = _CullingMode.FrontCulling; + }else{ + cullingMode = _CullingMode.BackCulling; + } + //EnumPopupでGUI記述. + cullingMode = (_CullingMode)EditorGUILayout.EnumPopup("Culling Mode", cullingMode); + //値が変化したらマテリアルに書き込み. + if(cullingMode == _CullingMode.CullingOff){ + material.SetFloat("_CullMode",0); + }else if(cullingMode == _CullingMode.FrontCulling){ + material.SetFloat("_CullMode",1); + }else{ + material.SetFloat("_CullMode",2); + } + } + + void GUI_SetStencilNo(Material material){ + GUILayout.Label("For _StencilMask or _StencilOut Shader", EditorStyles.boldLabel); + _StencilNo_Setting = material.GetInt("_StencilNo"); + int _Current_StencilNo = _StencilNo_Setting; + _Current_StencilNo = (int)EditorGUILayout.IntField("Stencil No.", _Current_StencilNo); + if(_StencilNo_Setting != _Current_StencilNo){ + material.SetInt("_StencilNo",_Current_StencilNo); + } + } + + void GUI_SetClippingMask(Material material){ + GUILayout.Label("For _Clipping or _TransClipping Shader", EditorStyles.boldLabel); + m_MaterialEditor.TexturePropertySingleLine(Styles.clippingMaskText, clippingMask); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Inverse Clipping Mask"); + //GUILayout.Space(60); + if(material.GetFloat("_Inverse_Clipping") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Inverse_Clipping",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Inverse_Clipping",0); + } + } + EditorGUILayout.EndHorizontal(); + + m_MaterialEditor.RangeProperty(clipping_Level, "Clipping Level"); + } + + void GUI_SetTransparencySetting(Material material){ + + GUILayout.Label("For _TransClipping Shader", EditorStyles.boldLabel); + m_MaterialEditor.RangeProperty(tweak_transparency, "Transparency Level"); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Use BaseMap α as Clipping Mask"); + //GUILayout.Space(60); + if(material.GetFloat("_IsBaseMapAlphaAsClippingMask") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_IsBaseMapAlphaAsClippingMask",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_IsBaseMapAlphaAsClippingMask",0); + } + } + EditorGUILayout.EndHorizontal(); + } + + void GUI_OptionMenu(Material material){ + GUILayout.Label("Option Menu", EditorStyles.boldLabel); + if(material.HasProperty("_simpleUI")){ + if(material.GetInt("_simpleUI") == 1){ + _SimpleUI = true; //UTS2 Custom GUI Biginner + } + else{ + _SimpleUI = false; //UTS2 Custom GUI Pro + } + } + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Current UI Type"); + //GUILayout.Space(60); + if(_SimpleUI == false) { + if (GUILayout.Button("Pro / Full Control",middleButtonStyle)) + { + material.SetInt("_simpleUI",1); //UTS2 Custom GUI Biginner + } + }else{ + if (GUILayout.Button("Biginner",middleButtonStyle)) + { + material.SetInt("_simpleUI",0); //UTS2 Custom GUI Pro + } + } + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("VRChat Recommendation"); + //GUILayout.Space(60); + if (GUILayout.Button("Apply Settings",middleButtonStyle)) + { + Set_Vrchat_Recommendation(material); + _Use_VrcRecommend = true; + } + EditorGUILayout.EndHorizontal(); + if(_Use_VrcRecommend){ + EditorGUILayout.HelpBox("UTS2 : Applied VRChat Recommended Settings.",MessageType.Info); + } + + //v.2.0.7 + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Remove Unused Keywords/Properties from Material"); + //GUILayout.Space(60); + if (GUILayout.Button("Execute",middleButtonStyle)) + { + RemoveUnusedKeywordsUtility(material); + _RemovedUnusedKeywordsMessage = true; + } + EditorGUILayout.EndHorizontal(); + if(_RemovedUnusedKeywordsMessage){ + EditorGUILayout.HelpBox("UTS2 : Unused Material Properties and ShaderKeywords are removed.",MessageType.Info); + } + // + } + + //v.2.0.7 + void RemoveUnusedKeywordsUtility(Material material) + { + RemoveUnusedMaterialProperties(material); + RemoveShaderKeywords(material); + } + + void RemoveShaderKeywords(Material material) + { + string shaderKeywords = ""; + + if(material.HasProperty("_EMISSIVE")){ + float outlineMode = material.GetFloat("_EMISSIVE"); + if(outlineMode == 0) + { + shaderKeywords = shaderKeywords + "_EMISSIVE_SIMPLE"; + }else{ + shaderKeywords = shaderKeywords + "_EMISSIVE_ANIMATION"; + } + } + if(material.HasProperty("_OUTLINE")){ + float outlineMode = material.GetFloat("_OUTLINE"); + if(outlineMode == 0) + { + shaderKeywords = shaderKeywords + " _OUTLINE_NML"; + }else{ + shaderKeywords = shaderKeywords + " _OUTLINE_POS"; + } + } + + var so = new SerializedObject(material); + so.Update(); + so.FindProperty("m_ShaderKeywords").stringValue = shaderKeywords; + so.ApplyModifiedProperties(); + } + + // http://light11.hatenadiary.com/entry/2018/12/04/224253 + void RemoveUnusedMaterialProperties(Material material) + { + var sourceProps = new SerializedObject(material); + sourceProps.Update(); + + var savedProp = sourceProps.FindProperty("m_SavedProperties"); + + // Tex Envs + var texProp = savedProp.FindPropertyRelative("m_TexEnvs"); + for (int i = texProp.arraySize - 1; i >= 0; i--) { + var propertyName = texProp.GetArrayElementAtIndex(i).FindPropertyRelative("first").stringValue; + if (!material.HasProperty(propertyName)) { + texProp.DeleteArrayElementAtIndex(i); + } + } + + // Floats + var floatProp = savedProp.FindPropertyRelative("m_Floats"); + for (int i = floatProp.arraySize - 1; i >= 0; i--) { + var propertyName = floatProp.GetArrayElementAtIndex(i).FindPropertyRelative("first").stringValue; + if (!material.HasProperty(propertyName)) { + floatProp.DeleteArrayElementAtIndex(i); + } + } + + // Colors + var colorProp = savedProp.FindPropertyRelative("m_Colors"); + for (int i = colorProp.arraySize - 1; i >= 0; i--) { + var propertyName = colorProp.GetArrayElementAtIndex(i).FindPropertyRelative("first").stringValue; + if (!material.HasProperty(propertyName)) { + colorProp.DeleteArrayElementAtIndex(i); + } + } + sourceProps.ApplyModifiedProperties(); + } + // + + void Set_Vrchat_Recommendation(Material material) + { + material.SetFloat("_Is_LightColor_Base",1); + material.SetFloat("_Is_LightColor_1st_Shade",1); + material.SetFloat("_Is_LightColor_2nd_Shade",1); + material.SetFloat("_Is_LightColor_HighColor",1); + material.SetFloat("_Is_LightColor_RimLight",1); + material.SetFloat("_Is_LightColor_Ap_RimLight",1); + material.SetFloat("_Is_LightColor_MatCap",1); + if(material.HasProperty("_AngelRing")){//AngelRingがある場合. + material.SetFloat("_Is_LightColor_AR",1); + } + if(material.HasProperty("_OUTLINE"))//OUTLINEがある場合. + { + material.SetFloat("_Is_LightColor_Outline",1); + } + material.SetFloat("_Set_SystemShadowsToBase",1); + material.SetFloat("_Is_Filter_HiCutPointLightColor",1); + material.SetFloat("_CameraRolling_Stabilizer",1); + material.SetFloat("_Is_Ortho",0); + material.SetFloat("_GI_Intensity",0); + material.SetFloat("_Unlit_Intensity",1); + material.SetFloat("_Is_Filter_LightColor",1); + } + + void GUI_BasicThreeColors(Material material) + { + GUILayout.Label("3 Basic Colors Settings : Textures × Colors", EditorStyles.boldLabel); + + EditorGUILayout.BeginHorizontal(); + m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText, mainTex, baseColor); + //v.2.0.7 Synchronize _Color to _BaseColor. + if(material.HasProperty("_Color")) + { + material.SetColor("_Color", material.GetColor("_BaseColor")); + } + // + if(material.GetFloat("_Use_BaseAs1st") == 0){ + if (GUILayout.Button("No Sharing",middleButtonStyle)) + { + material.SetFloat("_Use_BaseAs1st",1); + } + }else{ + if (GUILayout.Button("With 1st ShadeMap",middleButtonStyle)) + { + material.SetFloat("_Use_BaseAs1st",0); + } + } + GUILayout.Space(60); + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + m_MaterialEditor.TexturePropertySingleLine(Styles.firstShadeColorText, firstShadeMap, firstShadeColor); + if(material.GetFloat("_Use_1stAs2nd") == 0){ + if (GUILayout.Button("No Sharing",middleButtonStyle)) + { + material.SetFloat("_Use_1stAs2nd",1); + } + }else{ + if (GUILayout.Button("With 2nd ShadeMap",middleButtonStyle)) + { + material.SetFloat("_Use_1stAs2nd",0); + } + } + GUILayout.Space(60); + EditorGUILayout.EndHorizontal(); + + m_MaterialEditor.TexturePropertySingleLine(Styles.secondShadeColorText, secondShadeMap, secondShadeColor); + + EditorGUILayout.Space(); + + _NormalMap_Foldout = FoldoutSubMenu(_NormalMap_Foldout, "● NormalMap Settings"); + if(_NormalMap_Foldout) + { + //GUILayout.Label("NormalMap Settings", EditorStyles.boldLabel); + m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap, bumpScale); + m_MaterialEditor.TextureScaleOffsetProperty(normalMap); + + //EditorGUI.indentLevel++; + + GUILayout.Label("NormalMap Effectiveness", EditorStyles.boldLabel); + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("3 Basic Colors"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_NormalMapToBase") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_NormalMapToBase",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_NormalMapToBase",0); + } + } + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("HighColor"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_NormalMapToHighColor") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_NormalMapToHighColor",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_NormalMapToHighColor",0); + } + } + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("RimLight"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_NormalMapToRimLight") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_NormalMapToRimLight",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_NormalMapToRimLight",0); + } + } + EditorGUILayout.EndHorizontal(); + + //EditorGUI.indentLevel--; + EditorGUILayout.Space(); + } + + _ShadowControlMaps_Foldout = FoldoutSubMenu(_ShadowControlMaps_Foldout, "● Shadow Control Maps"); + if (_ShadowControlMaps_Foldout) + { + GUI_ShadowControlMaps(material); + EditorGUILayout.Space(); + } + } + + void GUI_ShadowControlMaps(Material material) + { + if (material.HasProperty("_utsTechnique"))//DoubleWithFeather or ShadingGradeMap + { + if(material.GetInt("_utsTechnique") == (int)_UTS_Technique.DoubleSideWithFeather) //DWF + { + GUILayout.Label("Technipue : Double Shade With Feather", EditorStyles.boldLabel); + m_MaterialEditor.TexturePropertySingleLine(Styles.firstPositionMapText, set_1st_ShadePosition); + m_MaterialEditor.TexturePropertySingleLine(Styles.secondPositionMapText, set_2nd_ShadePosition); + }else if(material.GetInt("_utsTechnique") == (int)_UTS_Technique.ShadingGradeMap){ //SGM + GUILayout.Label("Technipue : Shading Grade Map", EditorStyles.boldLabel); + m_MaterialEditor.TexturePropertySingleLine(Styles.shadingGradeMapText, shadingGradeMap); + m_MaterialEditor.RangeProperty(tweak_ShadingGradeMapLevel, "ShadingGradeMap Level"); + m_MaterialEditor.RangeProperty(blurLevelSGM, "Blur Level of ShadingGradeMap"); + } + } + } + + void GUI_StepAndFeather(Material material) + { + GUI_BasicLookdevs(material); + + if(!_SimpleUI){ + GUI_SystemShadows(material); + + if (material.HasProperty("_StepOffset"))//Mobile & Light Modeにはない項目. + { + //Line(); + //EditorGUILayout.Space(); + _AdditionalLookdevs_Foldout = FoldoutSubMenu(_AdditionalLookdevs_Foldout,"● Additional Settings"); + if(_AdditionalLookdevs_Foldout){ + GUI_AdditionalLookdevs(material); + } + } + } + } + + void GUI_SystemShadows(Material material){ + + GUILayout.Label("System Shadows : Self Shadows Receiving", EditorStyles.boldLabel); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Receive System Shadows"); + //GUILayout.Space(60); + if(material.GetFloat("_Set_SystemShadowsToBase") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Set_SystemShadowsToBase",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Set_SystemShadowsToBase",0); + } + } + EditorGUILayout.EndHorizontal(); + + if(material.GetFloat("_Set_SystemShadowsToBase") == 1){ + EditorGUI.indentLevel++; + m_MaterialEditor.RangeProperty(tweak_SystemShadowsLevel, "System Shadows Level"); + EditorGUI.indentLevel--; + EditorGUILayout.Space(); + } + EditorGUILayout.Space(); + } + + void GUI_BasicLookdevs(Material material){ + if (material.HasProperty("_utsTechnique"))//DoubleWithFeather or ShadingGradeMap + { + if(material.GetInt("_utsTechnique") == (int)_UTS_Technique.DoubleSideWithFeather) //DWF + { + GUILayout.Label("Technipue : Double Shade With Feather", EditorStyles.boldLabel); + m_MaterialEditor.RangeProperty(baseColor_Step, "BaseColor Step"); + m_MaterialEditor.RangeProperty(baseShade_Feather, "Base/Shade Feather"); + m_MaterialEditor.RangeProperty(shadeColor_Step, "ShadeColor Step"); + m_MaterialEditor.RangeProperty(first2nd_Shades_Feather, "1st/2nd_Shades Feather"); + //ShadingGradeMap系と変数を共有. + material.SetFloat("_1st_ShadeColor_Step", material.GetFloat("_BaseColor_Step")); + material.SetFloat("_1st_ShadeColor_Feather", material.GetFloat("_BaseShade_Feather")); + material.SetFloat("_2nd_ShadeColor_Step", material.GetFloat("_ShadeColor_Step")); + material.SetFloat("_2nd_ShadeColor_Feather", material.GetFloat("_1st2nd_Shades_Feather")); + }else if(material.GetInt("_utsTechnique") == (int)_UTS_Technique.ShadingGradeMap){ //SGM + GUILayout.Label("Technipue : Shading Grade Map", EditorStyles.boldLabel); + m_MaterialEditor.RangeProperty(first_ShadeColor_Step, "1st ShaderColor Step"); + m_MaterialEditor.RangeProperty(first_ShadeColor_Feather, "1st ShadeColor Feather"); + m_MaterialEditor.RangeProperty(second_ShadeColor_Step, "2nd ShadeColor Step"); + m_MaterialEditor.RangeProperty(second_ShadeColor_Feather, "2nd ShadeColor Feather"); + //DoubleWithFeather系と変数を共有. + material.SetFloat("_BaseColor_Step", material.GetFloat("_1st_ShadeColor_Step")); + material.SetFloat("_BaseShade_Feather", material.GetFloat("_1st_ShadeColor_Feather")); + material.SetFloat("_ShadeColor_Step", material.GetFloat("_2nd_ShadeColor_Step")); + material.SetFloat("_1st2nd_Shades_Feather", material.GetFloat("_2nd_ShadeColor_Feather")); + }else{ + // OutlineObj. + return; + } + } + EditorGUILayout.Space(); + } + + void GUI_AdditionalLookdevs(Material material){ + GUILayout.Label(" Settings for PointLights in ForwardAdd Pass"); + EditorGUI.indentLevel++; + m_MaterialEditor.RangeProperty(stepOffset, "Step Offset for PointLights"); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("PointLights Hi-Cut Filter"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_Filter_HiCutPointLightColor") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_Filter_HiCutPointLightColor",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_Filter_HiCutPointLightColor",0); + } + } + EditorGUILayout.EndHorizontal(); + + EditorGUI.indentLevel--; + EditorGUILayout.Space(); + } + + void GUI_HighColor(Material material) + { + m_MaterialEditor.TexturePropertySingleLine(Styles.highColorText, highColor_Tex, highColor); + m_MaterialEditor.RangeProperty(highColor_Power, "HighColor Power"); + + if(!_SimpleUI){ + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Specular Mode"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_SpecularToHighColor") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_SpecularToHighColor",1); + material.SetFloat("_Is_BlendAddToHiColor",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_SpecularToHighColor",0); + } + } + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Color Blend Mode"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_BlendAddToHiColor") == 0){ + if (GUILayout.Button("Multiply",shortButtonStyle)) + { + material.SetFloat("_Is_BlendAddToHiColor",1); + } + }else{ + if (GUILayout.Button("Additive",shortButtonStyle)) + { + //加算モードはスペキュラオフでしか使えない. + if(material.GetFloat("_Is_SpecularToHighColor") == 1) + { + material.SetFloat("_Is_BlendAddToHiColor",1); + }else{ + material.SetFloat("_Is_BlendAddToHiColor",0); + } + } + } + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("ShadowMask on HihgColor"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_UseTweakHighColorOnShadow") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_UseTweakHighColorOnShadow",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_UseTweakHighColorOnShadow",0); + } + } + EditorGUILayout.EndHorizontal(); + + if(material.GetFloat("_Is_UseTweakHighColorOnShadow") == 1){ + EditorGUI.indentLevel++; + m_MaterialEditor.RangeProperty(tweakHighColorOnShadow, "HighColor Power on Shadow"); + EditorGUI.indentLevel--; + } + } + + EditorGUILayout.Space(); + //Line(); + //EditorGUILayout.Space(); + + GUILayout.Label(" HighColor Mask", EditorStyles.boldLabel); + EditorGUI.indentLevel++; + m_MaterialEditor.TexturePropertySingleLine(Styles.highColorMaskText, set_HighColorMask); + m_MaterialEditor.RangeProperty(tweak_HighColorMaskLevel, "HighColor Mask Level"); + EditorGUI.indentLevel--; + + EditorGUILayout.Space(); + } + + void GUI_RimLight(Material material) + { + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("RimLight"); + //GUILayout.Space(60); + if(material.GetFloat("_RimLight") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_RimLight",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_RimLight",0); + } + } + EditorGUILayout.EndHorizontal(); + + if(material.GetFloat("_RimLight") == 1){ + EditorGUI.indentLevel++; + GUILayout.Label(" RimLight Settings", EditorStyles.boldLabel); + m_MaterialEditor.ColorProperty(rimLightColor, "RimLight Color"); + m_MaterialEditor.RangeProperty(rimLight_Power, "RimLight Power"); + + if(!_SimpleUI){ + m_MaterialEditor.RangeProperty(rimLight_InsideMask, "RimLight Inside Mask"); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("RimLight FeatherOff"); + //GUILayout.Space(60); + if(material.GetFloat("_RimLight_FeatherOff") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_RimLight_FeatherOff",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_RimLight_FeatherOff",0); + } + } + EditorGUILayout.EndHorizontal(); + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("LightDirection Mask"); + //GUILayout.Space(60); + if(material.GetFloat("_LightDirection_MaskOn") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_LightDirection_MaskOn",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_LightDirection_MaskOn",0); + } + } + EditorGUILayout.EndHorizontal(); + + if(material.GetFloat("_LightDirection_MaskOn") == 1){ + EditorGUI.indentLevel++; + m_MaterialEditor.RangeProperty(tweak_LightDirection_MaskLevel, "LightDirection MaskLevel"); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Antipodean(Ap)_RimLight"); + //GUILayout.Space(60); + if(material.GetFloat("_Add_Antipodean_RimLight") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Add_Antipodean_RimLight",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Add_Antipodean_RimLight",0); + } + } + EditorGUILayout.EndHorizontal(); + + if(material.GetFloat("_Add_Antipodean_RimLight") == 1) + { + EditorGUI.indentLevel++; + GUILayout.Label(" Ap_RimLight Settings", EditorStyles.boldLabel); + m_MaterialEditor.ColorProperty(ap_RimLightColor, "Ap_RimLight Color"); + m_MaterialEditor.RangeProperty(ap_RimLight_Power, "Ap_RimLight Power"); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Ap_RimLight FeatherOff"); + //GUILayout.Space(60); + if(material.GetFloat("_Ap_RimLight_FeatherOff") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Ap_RimLight_FeatherOff",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Ap_RimLight_FeatherOff",0); + } + } + EditorGUILayout.EndHorizontal(); + EditorGUI.indentLevel--; + } + + EditorGUI.indentLevel--; + + }//Light Direction Mask ON + + } + + //EditorGUI.indentLevel++; + + EditorGUILayout.Space(); + //Line(); + //EditorGUILayout.Space(); + + GUILayout.Label(" RimLight Mask", EditorStyles.boldLabel); + m_MaterialEditor.TexturePropertySingleLine(Styles.rimLightMaskText,set_RimLightMask); + m_MaterialEditor.RangeProperty(tweak_RimLightMaskLevel, "RimLight Mask Level"); + + //EditorGUI.indentLevel--; + + EditorGUI.indentLevel--; + EditorGUILayout.Space(); + } + } + + void GUI_MatCap(Material material) + { + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("MatCap"); + //GUILayout.Space(60); + if(material.GetFloat("_MatCap") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_MatCap",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_MatCap",0); + } + } + EditorGUILayout.EndHorizontal(); + + if(material.GetFloat("_MatCap") == 1){ + GUILayout.Label(" MatCap Settings", EditorStyles.boldLabel); + m_MaterialEditor.TexturePropertySingleLine(Styles.matCapSamplerText, matCap_Sampler, matCapColor); + EditorGUI.indentLevel++; + m_MaterialEditor.TextureScaleOffsetProperty(matCap_Sampler); + + if(!_SimpleUI){ + + m_MaterialEditor.RangeProperty(blurLevelMatcap, "Blur Level of MatCap Sampler"); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Color Blend Mode"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_BlendAddToMatCap") == 0){ + if (GUILayout.Button("Multipy",shortButtonStyle)) + { + material.SetFloat("_Is_BlendAddToMatCap",1); + } + }else{ + if (GUILayout.Button("Additive",shortButtonStyle)) + { + material.SetFloat("_Is_BlendAddToMatCap",0); + } + } + EditorGUILayout.EndHorizontal(); + + m_MaterialEditor.RangeProperty(tweak_MatCapUV, "Scale MatCapUV"); + m_MaterialEditor.RangeProperty(rotate_MatCapUV, "Rotate MatCapUV"); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("CameraRolling Stabilizer"); + //GUILayout.Space(60); + if(material.GetFloat("_CameraRolling_Stabilizer") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_CameraRolling_Stabilizer",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_CameraRolling_Stabilizer",0); + } + } + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("NormalMap for MatCap"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_NormalMapForMatCap") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_NormalMapForMatCap",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_NormalMapForMatCap",0); + } + } + EditorGUILayout.EndHorizontal(); + if(material.GetFloat("_Is_NormalMapForMatCap") == 1){ + EditorGUI.indentLevel++; + GUILayout.Label(" NormalMap for MatCap as SpecularMask", EditorStyles.boldLabel); + m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMapForMatCap, bumpScaleMatcap); + m_MaterialEditor.TextureScaleOffsetProperty(normalMapForMatCap); + m_MaterialEditor.RangeProperty(rotate_NormalMapForMatCapUV, "Rotate NormalMapUV"); + EditorGUI.indentLevel--; + } + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("MatCap on Shadow"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_UseTweakMatCapOnShadow") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_UseTweakMatCapOnShadow",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_UseTweakMatCapOnShadow",0); + } + } + EditorGUILayout.EndHorizontal(); + if(material.GetFloat("_Is_UseTweakMatCapOnShadow") == 1){ + EditorGUI.indentLevel++; + m_MaterialEditor.RangeProperty(tweakMatCapOnShadow, "MatCap Power on Shadow"); + EditorGUI.indentLevel--; + } + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("MatCap Projection Camera"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_Ortho") == 0){ + if (GUILayout.Button("Perspective",middleButtonStyle)) + { + material.SetFloat("_Is_Ortho",1); + } + }else{ + if (GUILayout.Button("Orthographic",middleButtonStyle)) + { + material.SetFloat("_Is_Ortho",0); + } + } + EditorGUILayout.EndHorizontal(); + } + + EditorGUILayout.Space(); + //Line(); + //EditorGUILayout.Space(); + + GUILayout.Label(" MatCap Mask", EditorStyles.boldLabel); + m_MaterialEditor.TexturePropertySingleLine(Styles.matCapMaskText, set_MatcapMask); + m_MaterialEditor.TextureScaleOffsetProperty(set_MatcapMask); + m_MaterialEditor.RangeProperty(tweak_MatcapMaskLevel, "MatCap Mask Level"); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Inverse Matcap Mask"); + //GUILayout.Space(60); + if(material.GetFloat("_Inverse_MatcapMask") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Inverse_MatcapMask",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Inverse_MatcapMask",0); + } + } + EditorGUILayout.EndHorizontal(); + + EditorGUI.indentLevel--; + } // MatCap == 1 + + //EditorGUILayout.Space(); + } + + void GUI_AngelRing(Material material) + { + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("AngelRing Projection"); + //GUILayout.Space(60); + if(material.GetFloat("_AngelRing") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_AngelRing",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_AngelRing",0); + } + } + EditorGUILayout.EndHorizontal(); + + if(material.GetFloat("_AngelRing") == 1){ + GUILayout.Label(" AngelRing Sampler Settings", EditorStyles.boldLabel); + m_MaterialEditor.TexturePropertySingleLine(Styles.angelRingText, angelRing_Sampler, angelRing_Color); + EditorGUI.indentLevel++; + //m_MaterialEditor.TextureScaleOffsetProperty(angelRing_Sampler); + m_MaterialEditor.RangeProperty(ar_OffsetU, "Offset U"); + m_MaterialEditor.RangeProperty(ar_OffsetV, "Offset V"); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Use α channel as Clipping Mask"); + //GUILayout.Space(60); + if(material.GetFloat("_ARSampler_AlphaOn") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_ARSampler_AlphaOn",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_ARSampler_AlphaOn",0); + } + } + EditorGUILayout.EndHorizontal(); + EditorGUI.indentLevel--; + + } + } + + void GUI_Emissive(Material material) + { + GUILayout.Label("Emissive Tex × HDR Color", EditorStyles.boldLabel); + GUILayout.Label("(Bloom Post-Processing Effect necessary)"); + EditorGUILayout.Space(); + m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveTexText, emissive_Tex, emissive_Color); + m_MaterialEditor.TextureScaleOffsetProperty(emissive_Tex); + + int _EmissiveMode_Setting = material.GetInt("_EMISSIVE"); + if((int)_EmissiveMode.SimpleEmissive == _EmissiveMode_Setting){ + emissiveMode = _EmissiveMode.SimpleEmissive; + }else if((int)_EmissiveMode.EmissiveAnimation == _EmissiveMode_Setting){ + emissiveMode = _EmissiveMode.EmissiveAnimation; + } + EditorGUILayout.Space(); + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Emissive Animation"); + //GUILayout.Space(60); + if(emissiveMode == _EmissiveMode.SimpleEmissive){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_EMISSIVE",1); + material.EnableKeyword("_EMISSIVE_ANIMATION"); + material.DisableKeyword("_EMISSIVE_SIMPLE"); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_EMISSIVE",0); + material.EnableKeyword("_EMISSIVE_SIMPLE"); + material.DisableKeyword("_EMISSIVE_ANIMATION"); + } + } + EditorGUILayout.EndHorizontal(); + + if(emissiveMode == _EmissiveMode.EmissiveAnimation){ + EditorGUI.indentLevel++; + + EditorGUILayout.BeginHorizontal(); + m_MaterialEditor.FloatProperty(base_Speed, "Base Speed (Time)"); + //EditorGUILayout.PrefixLabel("Select Scroll Coord"); + //GUILayout.Space(60); + if(!_SimpleUI){ + if(material.GetFloat("_Is_ViewCoord_Scroll") == 0){ + if (GUILayout.Button("UV Coord Scroll",shortButtonStyle)) + { + material.SetFloat("_Is_ViewCoord_Scroll",1); + } + }else{ + if (GUILayout.Button("View Coord Scroll",shortButtonStyle)) + { + material.SetFloat("_Is_ViewCoord_Scroll",0); + } + } + } + EditorGUILayout.EndHorizontal(); + + m_MaterialEditor.RangeProperty(scroll_EmissiveU, "Scroll U/X direction"); + m_MaterialEditor.RangeProperty(scroll_EmissiveV, "Scroll V/Y direction"); + m_MaterialEditor.FloatProperty(rotate_EmissiveUV, "Rotate around UV center"); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("PingPong Move for Base"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_PingPong_Base") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_PingPong_Base",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_PingPong_Base",0); + } + } + EditorGUILayout.EndHorizontal(); + EditorGUI.indentLevel--; + + if(!_SimpleUI){ + EditorGUILayout.Space(); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("ColorShift with Time"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_ColorShift") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_ColorShift",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_ColorShift",0); + } + } + EditorGUILayout.EndHorizontal(); + EditorGUI.indentLevel++; + if(material.GetFloat("_Is_ColorShift") == 1){ + m_MaterialEditor.ColorProperty(colorShift, "Destination Color"); + m_MaterialEditor.FloatProperty(colorShift_Speed, "ColorShift Speed (Time)"); + } + EditorGUI.indentLevel--; + + EditorGUILayout.Space(); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("ViewShift of Color"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_ViewShift") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_ViewShift",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_ViewShift",0); + } + } + EditorGUILayout.EndHorizontal(); + EditorGUI.indentLevel++; + if(material.GetFloat("_Is_ViewShift") == 1){ + m_MaterialEditor.ColorProperty(viewShift, "ViewShift Color"); + } + EditorGUI.indentLevel--; + }//!_SimpleUI + } + EditorGUILayout.Space(); + } + + + void GUI_Outline(Material material) + { + //Shaderプロパティ [KeywordEnum(NML,POS)] をEumPopupで表現する. + //マテリアル内のアウトラインモードの設定を読み込み. + int _OutlineMode_Setting = material.GetInt("_OUTLINE"); + //Enum形式に変換して、outlineMode変数に保持しておく. + if ((int)_OutlineMode.NormalDirection == _OutlineMode_Setting){ + outlineMode = _OutlineMode.NormalDirection; + }else if((int)_OutlineMode.PositionScaling == _OutlineMode_Setting){ + outlineMode = _OutlineMode.PositionScaling; + } + //EnumPopupでGUI記述. + outlineMode = (_OutlineMode)EditorGUILayout.EnumPopup("Outline Mode", outlineMode); + //値が変化したらマテリアルに書き込み. + if(outlineMode == _OutlineMode.NormalDirection){ + material.SetFloat("_OUTLINE",0); + //UTCS_Outline.cginc側のキーワードもトグル入れ替え. + material.EnableKeyword("_OUTLINE_NML"); + material.DisableKeyword("_OUTLINE_POS"); + }else if(outlineMode == _OutlineMode.PositionScaling){ + material.SetFloat("_OUTLINE",1); + material.EnableKeyword("_OUTLINE_POS"); + material.DisableKeyword("_OUTLINE_NML"); + } + + m_MaterialEditor.FloatProperty(outline_Width, "Outline Width"); + m_MaterialEditor.ColorProperty(outline_Color, "Outline Color"); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Blend BaseColor to Outline"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_BlendBaseColor") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_BlendBaseColor",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_BlendBaseColor",0); + } + } + EditorGUILayout.EndHorizontal(); + + m_MaterialEditor.TexturePropertySingleLine(Styles.outlineSamplerText, outline_Sampler); + m_MaterialEditor.FloatProperty(offset_Z, "Offset Outline with Camera Z-axis"); + + if(!_SimpleUI){ + + _AdvancedOutline_Foldout = FoldoutSubMenu(_AdvancedOutline_Foldout, "● Advanced Outline Settings"); + if(_AdvancedOutline_Foldout){ + EditorGUI.indentLevel++; + GUILayout.Label(" Camera Distance for Outline Width"); + m_MaterialEditor.FloatProperty(farthest_Distance, "● Farthest Distance to vanish"); + m_MaterialEditor.FloatProperty(nearest_Distance, "● Nearest Distance to draw with Outline Width"); + EditorGUI.indentLevel--; + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Use Outline Texture"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_OutlineTex") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_OutlineTex",1); + } + EditorGUILayout.EndHorizontal(); + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_OutlineTex",0); + } + EditorGUILayout.EndHorizontal(); + m_MaterialEditor.TexturePropertySingleLine(Styles.outlineTexText, outlineTex); + } + + if(outlineMode == _OutlineMode.NormalDirection){ + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Use Baked Normal for Outline"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_BakedNormal") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_BakedNormal",1); + } + EditorGUILayout.EndHorizontal(); + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_BakedNormal",0); + } + EditorGUILayout.EndHorizontal(); + m_MaterialEditor.TexturePropertySingleLine(Styles.bakedNormalOutlineText, bakedNormal); + } + } + } + } + } + + void GUI_Tessellation(Material material) + { + GUILayout.Label("Technique : DX11 Phong Tessellation", EditorStyles.boldLabel); + m_MaterialEditor.RangeProperty(tessEdgeLength, "Edge Length"); + m_MaterialEditor.RangeProperty(tessPhongStrength, "Phong Strength"); + m_MaterialEditor.RangeProperty(tessExtrusionAmount, "Extrusion Amount"); + + EditorGUILayout.Space(); + } + + void GUI_LightColorContribution(Material material) + { + GUILayout.Label("Realtime LightColor Contribution to each colors", EditorStyles.boldLabel); + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Base Color"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_LightColor_Base") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_LightColor_Base",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_LightColor_Base",0); + } + } + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("1st ShadeColor"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_LightColor_1st_Shade") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_LightColor_1st_Shade",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_LightColor_1st_Shade",0); + } + } + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("2nd ShadeColor"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_LightColor_2nd_Shade") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_LightColor_2nd_Shade",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_LightColor_2nd_Shade",0); + } + } + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("HighColor"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_LightColor_HighColor") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_LightColor_HighColor",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_LightColor_HighColor",0); + } + } + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("RimLight"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_LightColor_RimLight") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_LightColor_RimLight",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_LightColor_RimLight",0); + } + } + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Ap_RimLight"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_LightColor_Ap_RimLight") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_LightColor_Ap_RimLight",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_LightColor_Ap_RimLight",0); + } + } + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("MatCap"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_LightColor_MatCap") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_LightColor_MatCap",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_LightColor_MatCap",0); + } + } + EditorGUILayout.EndHorizontal(); + + if(material.HasProperty("_AngelRing"))//AngelRingがある場合. + { + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Angel Ring"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_LightColor_AR") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_LightColor_AR",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_LightColor_AR",0); + } + } + EditorGUILayout.EndHorizontal(); + } + + if(material.HasProperty("_OUTLINE"))//OUTLINEがある場合. + { + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Outline"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_LightColor_Outline") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_LightColor_Outline",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_LightColor_Outline",0); + } + } + EditorGUILayout.EndHorizontal(); + } + EditorGUILayout.Space(); + } + + void GUI_AdditionalLightingSettings(Material material) + { + m_MaterialEditor.RangeProperty(gi_Intensity, "GI Intensity"); + m_MaterialEditor.RangeProperty(unlit_Intensity, "Unlit Intensity"); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("SceneLights Hi-Cut Filter"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_Filter_LightColor") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_Filter_LightColor",1); + material.SetFloat("_Is_LightColor_Base",1); + material.SetFloat("_Is_LightColor_1st_Shade",1); + material.SetFloat("_Is_LightColor_2nd_Shade",1); + if(material.HasProperty("_OUTLINE"))//OUTLINEがある場合. + { + material.SetFloat("_Is_LightColor_Outline",1); + } + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_Filter_LightColor",0); + } + } + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Built-in Light Direction"); + //GUILayout.Space(60); + if(material.GetFloat("_Is_BLD") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Is_BLD",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Is_BLD",0); + } + } + EditorGUILayout.EndHorizontal(); + if(material.GetFloat("_Is_BLD") == 1){ + GUILayout.Label(" Built-in Light Direction Settings"); + EditorGUI.indentLevel++; + m_MaterialEditor.RangeProperty(offset_X_Axis_BLD, "● Offset X-Axis Direction"); + m_MaterialEditor.RangeProperty(offset_Y_Axis_BLD, "● Offset Y-Axis Direction"); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("● Inverse Z-Axis Direction"); + //GUILayout.Space(60); + if(material.GetFloat("_Inverse_Z_Axis_BLD") == 0){ + if (GUILayout.Button("Off",shortButtonStyle)) + { + material.SetFloat("_Inverse_Z_Axis_BLD",1); + } + }else{ + if (GUILayout.Button("Active",shortButtonStyle)) + { + material.SetFloat("_Inverse_Z_Axis_BLD",0); + } + } + EditorGUILayout.EndHorizontal(); + EditorGUI.indentLevel--; + } + EditorGUILayout.Space(); + } + + } // End of UTS2GUI2 +}// End of namespace UnityChan \ No newline at end of file diff --git a/Assets/Picola/Toon/Editor/UTS2GUI.cs.meta b/Assets/Picola/Toon/Editor/UTS2GUI.cs.meta new file mode 100644 index 00000000..d1d78d7f --- /dev/null +++ b/Assets/Picola/Toon/Editor/UTS2GUI.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: e403ef4b1d56fce47b49ec46981d9fcb +timeCreated: 1550130700 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Editor/UTS2GUI.cs + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader.meta b/Assets/Picola/Toon/Shader.meta new file mode 100644 index 00000000..694fdf28 --- /dev/null +++ b/Assets/Picola/Toon/Shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ad417645f682ca346b6762e2619802be +folderAsset: yes +timeCreated: 1483047575 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Picola/Toon/Shader/README.txt b/Assets/Picola/Toon/Shader/README.txt new file mode 100644 index 00000000..fa8db3ee --- /dev/null +++ b/Assets/Picola/Toon/Shader/README.txt @@ -0,0 +1,75 @@ +README.txt + +# 【ユニティちゃんトゥーンシェーダー Ver.2.0.8】 +「ユニティちゃんトゥーンシェーダー」は、セル風3DCGアニメーションの制作現場での要望に応えるような形で設計された、映像志向のトゥーンシェーダーです。 + +ユニティちゃんトゥーンシェーダーVer.2.0では、従来の機能に加えて大幅な機能強化を行いました。 +Ver.1.0でできる絵づくりをカバーしつつ、さらに高度なルックが実現できるようになっています。 + +● **[日本語マニュアル(v.2.0.8版)](https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project/blob/blob/release/legacy/2.0/Manual/UTS2_Manual_ja.md)が提供されています。合わせてご利用ください。** + + +## 【Unity-Chan Toon Shader Ver.2.0.8】 +Unity-Chan Toon Shader is a toon shader for video and images that is designed to meet your needs when creating cel-shaded 3DCG animations. + +We have greatly enhanced the performance and features in Unity-Chan Toon Shader Ver. 2.0. +It still has the same rendering capabilities as Ver. 1.0, but now you can give your creations an even more sophisticated look. + +● **[English manual for v.2.0.8](https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project/blob/blob/release/legacy/2.0/Manual/UTS2_Manual_en.md) is available now.** + + + +---- +## 【重要】旧バージョンから、直接v.2.0.8へバージョンアップをする場合の注意 + +* v.2.0.5以降は、そのままシェーダーのみ上書きアップデートをして大丈夫です。 +* v.2.0.4.3p1以前からアップデートをする場合、シェーダーを上書きアップデートした後で、各マテリアルをプロジェクトウィンドウ内から再度選択することで、マテリアルを更新してください。BaseMapが元通りに修復されます。 +* v.2.0.4.3p1以前からアップデートをする場合、HiColor_Powerのスライダの感度調整をした影響が出る場合があります。以下に従って調整をしてください。 +1. Is_SpecularToHighColor=OFF/Is_BlendAddToHiColor=0FFの場合には、HiColor_Powerの値を今までよりも低めに調整してください。 +2. Is_SpecularToHighColor=ONで利用している場合には、特に修正する必要はありません。 + + +## [Important] Note on upgrading to version 2.0.8 directly + +* In v.2.0.5 or later, you can overwrite and update only the shader. +* When updating from v.2.0.4.3p1 or earlier, update the materials by selecting each material again from within the project window after overwriting and updating the shader. BaseMap is restored as it was. +* When updating from v.2.0.4.3p1 or earlier, the sensitivity of the slider of HiColor_Power may be affected. Please adjust according to the following. +1. If Is_SpecularToHighColor = OFF / Is_BlendAddToHiColor = 0FF, adjust the HiColor_Power value lower than before. +2. If you use Is_SpecularToHighColor = ON, there is no need to modify it. + +----- +## 【ターゲット環境】 +Unity5.6.x もしくはそれ以降が必要です。 +Unity 2018.2.21f1からUnity 2019.2.0a9までの動作確認が終了しています。 +Unity 2017.4.15f1 LTSを含む、Unity 2017.4.x LTSでの動作確認済み。 +本パッケージは、Unity5.6.7f1で作成されています。 + +### 【Target Environment】 +Requires Unity 5.6.x or higher. +The operation check from Unity 2018.2.21f1 to Unity 2019.2.0a9 has been completed. +It has been tested on Unity 2017.4.x LTS, including Unity 2017.4.15f1 LTS. +This pack was created in Unity 5.6.7f1. + + +----- +## 【提供ライセンス】 +「ユニティちゃんトゥーンシェーダーVer.2.0」は、UCL2.0(ユニティちゃんライセンス2.0)で提供されます。 +ユニティちゃんライセンスについては、以下を参照してください。 +https://unity-chan.com/contents/guideline/ + +### 【License】 +Unity-Chan Toon Shader 2.0 is provided under the Unity-Chan License 2.0 terms. +Please refer to the following link for information regarding the Unity-Chan License. +https://unity-chan.com/contents/guideline_en/ + + +----- +最新バージョン:2.0.8 Release +最終リリース日:2021/09/08 +カテゴリー:3D +形式:zip/unitypackage + +Latest Version: 2.0.8 Release +Update: 2021/09/08 +Category: 3D +File format: zip/unitypackage diff --git a/Assets/Picola/Toon/Shader/README.txt.meta b/Assets/Picola/Toon/Shader/README.txt.meta new file mode 100644 index 00000000..af800cfd --- /dev/null +++ b/Assets/Picola/Toon/Shader/README.txt.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 4c57a42f315f467488f69755e6a7d42c +timeCreated: 1550109796 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/README.txt + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess.meta b/Assets/Picola/Toon/Shader/Tess.meta new file mode 100644 index 00000000..f50cfb40 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 10114594bf7cd5142aae80ce7267b41a +folderAsset: yes +timeCreated: 1518248457 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Clipping_Tess.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Clipping_Tess.shader new file mode 100644 index 00000000..e2795ba0 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Clipping_Tess.shader @@ -0,0 +1,156 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/ToonColor_DoubleShadeWithFeather_Clipping" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + _Clipping_Level ("Clipping_Level", Range(0, 1)) = 0 + [Toggle(_)] _Inverse_Clipping ("Inverse_Clipping", Float ) = 0 + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0 + _TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 +//MatcapMask + _Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {} + _Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_Clipping/FORWARD" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_Clipping/FORWARD_DELTA" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_Clipping/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Clipping_Tess.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Clipping_Tess.shader.meta new file mode 100644 index 00000000..83e5008c --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Clipping_Tess.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 5b8a1502578ed764c9880a7be65c9672 +timeCreated: 1518248471 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Clipping_Tess.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Clipping_Tess_StencilMask.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Clipping_Tess_StencilMask.shader new file mode 100644 index 00000000..3d589430 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Clipping_Tess_StencilMask.shader @@ -0,0 +1,157 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/ToonColor_DoubleShadeWithFeather_Clipping_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + _Clipping_Level ("Clipping_Level", Range(0, 1)) = 0 + [Toggle(_)] _Inverse_Clipping ("Inverse_Clipping", Float ) = 0 + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0 + _TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 +//MatcapMask + _Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {} + _Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_Clipping_StencilMask/FORWARD" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_Clipping_StencilMask/FORWARD_DELTA" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_Clipping_StencilMask/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Clipping_Tess_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Clipping_Tess_StencilMask.shader.meta new file mode 100644 index 00000000..1fa8c5b4 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Clipping_Tess_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 682e6e6cf60a51040ade19437a3f53e2 +timeCreated: 1518248471 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Clipping_Tess_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Clipping_Tess_StencilOut.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Clipping_Tess_StencilOut.shader new file mode 100644 index 00000000..9d3722d2 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Clipping_Tess_StencilOut.shader @@ -0,0 +1,158 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/ToonColor_DoubleShadeWithFeather_Clipping_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + _Clipping_Level ("Clipping_Level", Range(0, 1)) = 0 + [Toggle(_)] _Inverse_Clipping ("Inverse_Clipping", Float ) = 0 + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0 + _TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 +//MatcapMask + _Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {} + _Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_Clipping_StencilOut/FORWARD" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_Clipping_StencilOut/FORWARD_DELTA" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_Clipping_StencilOut/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Clipping_Tess_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Clipping_Tess_StencilOut.shader.meta new file mode 100644 index 00000000..e2fa2430 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Clipping_Tess_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 148d1eca2cf299e4eb949d15c4cf95ee +timeCreated: 1518248461 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Clipping_Tess_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Tess.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Tess.shader new file mode 100644 index 00000000..1a2f8940 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Tess.shader @@ -0,0 +1,151 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/ToonColor_DoubleShadeWithFeather" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather/FORWARD" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather/FORWARD_DELTA" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Tess.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Tess.shader.meta new file mode 100644 index 00000000..e3425184 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Tess.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: e987cf9cca0941042aa68d1dd51ee20f +timeCreated: 1518248481 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Tess.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Tess_StencilMask.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Tess_StencilMask.shader new file mode 100644 index 00000000..62434fb4 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Tess_StencilMask.shader @@ -0,0 +1,154 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/ToonColor_DoubleShadeWithFeather_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_StencilMask/FORWARD" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_StencilMask/FORWARD_DELTA" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_StencilMask/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Tess_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Tess_StencilMask.shader.meta new file mode 100644 index 00000000..053a5b7f --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Tess_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 97df86a7afe06ef41b2a2c242b10593e +timeCreated: 1518248474 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Tess_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Tess_StencilOut.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Tess_StencilOut.shader new file mode 100644 index 00000000..8691e0e9 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Tess_StencilOut.shader @@ -0,0 +1,154 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/ToonColor_DoubleShadeWithFeather_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_StencilOut/FORWARD" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_StencilOut/FORWARD_DELTA" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_StencilOut/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Tess_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Tess_StencilOut.shader.meta new file mode 100644 index 00000000..40acf758 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Tess_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: b179fb8a87955a347b5f594a18b43475 +timeCreated: 1518248476 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Tess_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_TransClipping_Tess.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_TransClipping_Tess.shader new file mode 100644 index 00000000..de27ad02 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_TransClipping_Tess.shader @@ -0,0 +1,158 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/ToonColor_DoubleShadeWithFeather_TransClipping" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_TransClipping/FORWARD" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_TransClipping/FORWARD_DELTA" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_TransClipping/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_TransClipping_Tess.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_TransClipping_Tess.shader.meta new file mode 100644 index 00000000..f6428ba3 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_TransClipping_Tess.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 60fe384b76fb67d40bc7e38411073dd6 +timeCreated: 1518248471 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_TransClipping_Tess.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_TransClipping_Tess_StencilMask.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_TransClipping_Tess_StencilMask.shader new file mode 100644 index 00000000..1a431311 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_TransClipping_Tess_StencilMask.shader @@ -0,0 +1,159 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/ToonColor_DoubleShadeWithFeather_TransClipping_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_TransClipping_StencilMask/FORWARD" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_TransClipping_StencilMask/FORWARD_DELTA" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_TransClipping_StencilMask/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_TransClipping_Tess_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_TransClipping_Tess_StencilMask.shader.meta new file mode 100644 index 00000000..354a9e1d --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_TransClipping_Tess_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 4a20b66d106d3f5409f759b5193ecdc2 +timeCreated: 1518248469 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_TransClipping_Tess_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_TransClipping_Tess_StencilOut.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_TransClipping_Tess_StencilOut.shader new file mode 100644 index 00000000..33c5717e --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_TransClipping_Tess_StencilOut.shader @@ -0,0 +1,159 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/ToonColor_DoubleShadeWithFeather_TransClipping_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_TransClipping_StencilOut/FORWARD" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_TransClipping_StencilOut/FORWARD_DELTA" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_TransClipping_StencilOut/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_TransClipping_Tess_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_TransClipping_Tess_StencilOut.shader.meta new file mode 100644 index 00000000..336a6154 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_TransClipping_Tess_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: a7842aa9522c7584cae2169b8e1ddb86 +timeCreated: 1518248476 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_TransClipping_Tess_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Transparent_Tess.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Transparent_Tess.shader new file mode 100644 index 00000000..918137b8 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Transparent_Tess.shader @@ -0,0 +1,215 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/ToonColor_DoubleShadeWithFeather_Transparent" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [HideInInspector] _Is_UseTweakHighColorOnShadow ("Is_UseTweakHighColorOnShadow", Float ) = 0 + [HideInInspector] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [HideInInspector] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0 + [HideInInspector] _TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0 +//MatcapMask + _Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {} + _Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector] _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "IgnoreProjector"="True" + "Queue"="Transparent" + "RenderType"="Transparent" + } + + //v.2.0.6 + Pass{ + ZWrite ON + ColorMask 0 + } + //"UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_TransClipping/FORWARD" + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + //v.2.0.6 + Zwrite Off + ZTest LEqual + // + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_DoubleShadeWithFeather_Tess.cginc" + + ENDCG + } + + //UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_TransClipping/FORWARD" + //UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_TransClipping/FORWARD_DELTA" + //UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_TransClipping/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Transparent_Tess.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Transparent_Tess.shader.meta new file mode 100644 index 00000000..ddb22f69 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Transparent_Tess.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 0cb6c9e6216a91e4a9d38cd2acb4ccb6 +timeCreated: 1518248460 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Transparent_Tess.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Transparent_Tess_StencilOut.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Transparent_Tess_StencilOut.shader new file mode 100644 index 00000000..57d397d0 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Transparent_Tess_StencilOut.shader @@ -0,0 +1,222 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/ToonColor_DoubleShadeWithFeather_Transparent_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [HideInInspector] _Is_UseTweakHighColorOnShadow ("Is_UseTweakHighColorOnShadow", Float ) = 0 + [HideInInspector] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [HideInInspector] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0 + [HideInInspector] _TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0 +//MatcapMask + _Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {} + _Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector] _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "IgnoreProjector"="True" + "Queue"="Transparent" + "RenderType"="Transparent" + } + + //v.2.0.6 + Pass{ + ZWrite ON + ColorMask 0 + } + //"UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_TransClipping/FORWARD" + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + //v.2.0.6 + Zwrite Off + ZTest LEqual + // + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_DoubleShadeWithFeather_Tess.cginc" + + ENDCG + } + + //UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_TransClipping/FORWARD" + //UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_TransClipping/FORWARD_DELTA" + //UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_TransClipping/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Transparent_Tess_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Transparent_Tess_StencilOut.shader.meta new file mode 100644 index 00000000..3455de32 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Transparent_Tess_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: f28bba8b2f259bb40b697d91849c8794 +timeCreated: 1518248460 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_DoubleShadeWithFeather_Transparent_Tess_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_Tess.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_Tess.shader new file mode 100644 index 00000000..0a6fc604 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_Tess.shader @@ -0,0 +1,163 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/AngelRing/ToonColor_ShadingGradeMap" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + ////天使の輪追加プロパティ. + [Toggle(_)] _AngelRing ("AngelRing", Float ) = 0 + _AngelRing_Sampler ("AngelRing_Sampler", 2D) = "black" {} + _AngelRing_Color ("AngelRing_Color", Color) = (1,1,1,1) + [Toggle(_)] _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 + [Toggle(_)] _ARSampler_AlphaOn ("ARSampler_AlphaOn", Float ) = 0 +//ここまで. + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap/FORWARD" + UsePass "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap/FORWARD_DELTA" + UsePass "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_Tess.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_Tess.shader.meta new file mode 100644 index 00000000..d8c2526c --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_Tess.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 4876871966ca2344793e439d7391d7b0 +timeCreated: 1518248469 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_Tess.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_Tess_StencilOut.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_Tess_StencilOut.shader new file mode 100644 index 00000000..ce9ab2e1 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_Tess_StencilOut.shader @@ -0,0 +1,165 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/AngelRing/ToonColor_ShadingGradeMap_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + ////天使の輪追加プロパティ. + [Toggle(_)] _AngelRing ("AngelRing", Float ) = 0 + _AngelRing_Sampler ("AngelRing_Sampler", 2D) = "black" {} + _AngelRing_Color ("AngelRing_Color", Color) = (1,1,1,1) + [Toggle(_)] _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 + [Toggle(_)] _ARSampler_AlphaOn ("ARSampler_AlphaOn", Float ) = 0 +//ここまで. + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap_StencilOut/FORWARD" + UsePass "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap_StencilOut/FORWARD_DELTA" + UsePass "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap_StencilOut/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_Tess_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_Tess_StencilOut.shader.meta new file mode 100644 index 00000000..a6203aeb --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_Tess_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 7c48bdc9fed28c14b8ad0748673b1369 +timeCreated: 1518248472 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_Tess_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_Tess_TransClipping.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_Tess_TransClipping.shader new file mode 100644 index 00000000..be916a86 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_Tess_TransClipping.shader @@ -0,0 +1,170 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/AngelRing/ToonColor_ShadingGradeMap_TransClipping" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [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" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + ////天使の輪追加プロパティ. + [Toggle(_)] _AngelRing ("AngelRing", Float ) = 0 + _AngelRing_Sampler ("AngelRing_Sampler", 2D) = "black" {} + _AngelRing_Color ("AngelRing_Color", Color) = (1,1,1,1) + [Toggle(_)] _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 + [Toggle(_)] _ARSampler_AlphaOn ("ARSampler_AlphaOn", Float ) = 0 +//ここまで. + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "IgnoreProjector"="True" + "Queue"="Transparent" + "RenderType"="Transparent" + } + + UsePass "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap_TransClipping/FORWARD" + UsePass "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap_TransClipping/FORWARD_DELTA" + UsePass "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap_TransClipping/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_Tess_TransClipping.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_Tess_TransClipping.shader.meta new file mode 100644 index 00000000..91857faf --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_Tess_TransClipping.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: d3fb22770ec830b43bdb5ccb973e6f76 +timeCreated: 1518248479 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_Tess_TransClipping.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_TransClipping_Tess_StencilOut.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_TransClipping_Tess_StencilOut.shader new file mode 100644 index 00000000..e54ebb02 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_TransClipping_Tess_StencilOut.shader @@ -0,0 +1,170 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/AngelRing/ToonColor_ShadingGradeMap_TransClipping_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + ////天使の輪追加プロパティ. + [Toggle(_)] _AngelRing ("AngelRing", Float ) = 0 + _AngelRing_Sampler ("AngelRing_Sampler", 2D) = "black" {} + _AngelRing_Color ("AngelRing_Color", Color) = (1,1,1,1) + [Toggle(_)] _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 + [Toggle(_)] _ARSampler_AlphaOn ("ARSampler_AlphaOn", Float ) = 0 +//ここまで. + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap_TransClipping_StencilOut/FORWARD" + UsePass "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap_TransClipping_StencilOut/FORWARD_DELTA" + UsePass "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap_TransClipping_StencilOut/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_TransClipping_Tess_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_TransClipping_Tess_StencilOut.shader.meta new file mode 100644 index 00000000..bb182ba9 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_TransClipping_Tess_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 11e8f1e181e558a47a387492d3ecdb88 +timeCreated: 1518248461 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_AngelRing_TransClipping_Tess_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Tess.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Tess.shader new file mode 100644 index 00000000..793556bf --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Tess.shader @@ -0,0 +1,154 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/ToonColor_ShadingGradeMap" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap/FORWARD" + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap/FORWARD_DELTA" + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Tess.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Tess.shader.meta new file mode 100644 index 00000000..786ccda2 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Tess.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 01494e58d87212f44ab51d29caea84e4 +timeCreated: 1518248457 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Tess.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Tess_StencilMask.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Tess_StencilMask.shader new file mode 100644 index 00000000..f6402ffe --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Tess_StencilMask.shader @@ -0,0 +1,156 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/ToonColor_ShadingGradeMap_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_StencilMask/FORWARD" + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_StencilMask/FORWARD_DELTA" + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_StencilMask/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Tess_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Tess_StencilMask.shader.meta new file mode 100644 index 00000000..52b726c2 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Tess_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 24c20b8ed5be113499b40f4e3b6b03e6 +timeCreated: 1518248465 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Tess_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Tess_StencilOut.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Tess_StencilOut.shader new file mode 100644 index 00000000..44e94666 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Tess_StencilOut.shader @@ -0,0 +1,156 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/ToonColor_ShadingGradeMap_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_StencilOut/FORWARD" + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_StencilOut/FORWARD_DELTA" + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_StencilOut/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Tess_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Tess_StencilOut.shader.meta new file mode 100644 index 00000000..9ea1ea5b --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Tess_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 9cf7e8eb46e9128438d50adf7a841de6 +timeCreated: 1518248476 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Tess_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_TransClipping_Tess.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_TransClipping_Tess.shader new file mode 100644 index 00000000..176b1633 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_TransClipping_Tess.shader @@ -0,0 +1,160 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/ToonColor_ShadingGradeMap_TransClipping" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [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" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0 + _TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 +//MatcapMask + _Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {} + _Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_TransClipping/FORWARD" + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_TransClipping/FORWARD_DELTA" + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_TransClipping/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_TransClipping_Tess.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_TransClipping_Tess.shader.meta new file mode 100644 index 00000000..983665cc --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_TransClipping_Tess.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 3c39a77fda28b5043a7a17c7877cf7b2 +timeCreated: 1518248467 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_TransClipping_Tess.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_TransClipping_Tess_StencilMask.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_TransClipping_Tess_StencilMask.shader new file mode 100644 index 00000000..d5ec2492 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_TransClipping_Tess_StencilMask.shader @@ -0,0 +1,161 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/ToonColor_ShadingGradeMap_TransClipping_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_TransClipping_StencilMask/FORWARD" + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_TransClipping_StencilMask/FORWARD_DELTA" + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_TransClipping_StencilMask/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_TransClipping_Tess_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_TransClipping_Tess_StencilMask.shader.meta new file mode 100644 index 00000000..e9089024 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_TransClipping_Tess_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: bf840a439c33c8b4a99d52e6c3d8511f +timeCreated: 1518248477 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_TransClipping_Tess_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_TransClipping_Tess_StencilOut.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_TransClipping_Tess_StencilOut.shader new file mode 100644 index 00000000..fcc8c0ce --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_TransClipping_Tess_StencilOut.shader @@ -0,0 +1,161 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/ToonColor_ShadingGradeMap_TransClipping_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_TransClipping_StencilOut/FORWARD" + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_TransClipping_StencilOut/FORWARD_DELTA" + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_TransClipping_StencilOut/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_TransClipping_Tess_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_TransClipping_Tess_StencilOut.shader.meta new file mode 100644 index 00000000..78722963 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_TransClipping_Tess_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 8eff803eae89c994fae3acf2f686fafa +timeCreated: 1518248473 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_TransClipping_Tess_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Transparent_Tess.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Transparent_Tess.shader new file mode 100644 index 00000000..0e6d3b1c --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Transparent_Tess.shader @@ -0,0 +1,218 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/ToonColor_ShadingGradeMap_Transparent" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [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" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [HideInInspector] _Is_UseTweakHighColorOnShadow ("Is_UseTweakHighColorOnShadow", Float ) = 0 + [HideInInspector] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [HideInInspector] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0 + [HideInInspector] _TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0 +//MatcapMask + _Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {} + _Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector] _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "IgnoreProjector"="True" + "Queue"="Transparent" + "RenderType"="Transparent" + } + + //v.2.0.6 + Pass{ + ZWrite ON + ColorMask 0 + } + //"UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_TransClipping/FORWARD" + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + //v.2.0.6 + Zwrite Off + ZTest LEqual + // + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + + //UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_TransClipping/FORWARD" + //UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_TransClipping/FORWARD_DELTA" + //UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_TransClipping/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Transparent_Tess.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Transparent_Tess.shader.meta new file mode 100644 index 00000000..b142f7a6 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Transparent_Tess.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 0959cb8822a344c4da890457e668fdc9 +timeCreated: 1518248460 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Transparent_Tess.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Transparent_Tess_StencilOut.shader b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Transparent_Tess_StencilOut.shader new file mode 100644 index 00000000..f5549fa0 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Transparent_Tess_StencilOut.shader @@ -0,0 +1,225 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/NoOutline/ToonColor_ShadingGradeMap_Transparent_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [HideInInspector] _Is_UseTweakHighColorOnShadow ("Is_UseTweakHighColorOnShadow", Float ) = 0 + [HideInInspector] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [HideInInspector] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0 + [HideInInspector] _TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0 +//MatcapMask + _Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {} + _Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector] _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "IgnoreProjector"="True" + "Queue"="Transparent" + "RenderType"="Transparent" + } + + //v.2.0.6 + Pass{ + ZWrite ON + ColorMask 0 + } + //"UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_TransClipping/FORWARD" + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + //v.2.0.6 + Zwrite Off + ZTest LEqual + // + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + + //UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_TransClipping/FORWARD" + //UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_TransClipping/FORWARD_DELTA" + //UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_TransClipping/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Transparent_Tess_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Transparent_Tess_StencilOut.shader.meta new file mode 100644 index 00000000..ebd796ba --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Transparent_Tess_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 6d115cf94d14d1842a56dfff76b57f42 +timeCreated: 1518248460 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/ToonColor_ShadingGradeMap_Transparent_Tess_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Clipping_Tess.shader b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Clipping_Tess.shader new file mode 100644 index 00000000..3367e02c --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Clipping_Tess.shader @@ -0,0 +1,335 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_Clipping" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + //v.2.0.4 + [HideInInspector] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + // + [Toggle(_)] _Inverse_Clipping ("Inverse_Clipping", Float ) = 0 + _Clipping_Level ("Clipping_Level", Range(0, 1)) = 0 + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //Tessellation + //アウトライン処理は以下のUCTS_Outline_Tess.cgincへ. + #include "UCTS_Outline_Tess.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull[_CullMode] + + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_MODE + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_DoubleShadeWithFeather_Tess.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_MODE + #pragma multi_compile _IS_PASS_FWDDELTA + //Tessellation + #include "UCTS_DoubleShadeWithFeather_Tess.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_MODE + //Tessellation + #include "UCTS_ShadowCaster_Tess.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Clipping_Tess.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Clipping_Tess.shader.meta new file mode 100644 index 00000000..b690063f --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Clipping_Tess.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: f0b2fc9b8a189134da9c7d24f361caf4 +timeCreated: 1518248482 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Clipping_Tess.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Clipping_Tess_StencilMask.shader b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Clipping_Tess_StencilMask.shader new file mode 100644 index 00000000..b3abac5d --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Clipping_Tess_StencilMask.shader @@ -0,0 +1,353 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_Clipping_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + //v.2.0.4 + [HideInInspector] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + // + [Toggle(_)] _Inverse_Clipping ("Inverse_Clipping", Float ) = 0 + _Clipping_Level ("Clipping_Level", Range(0, 1)) = 0 + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //Tessellation + //アウトライン処理は以下のUCTS_Outline_Tess.cgincへ. + #include "UCTS_Outline_Tess.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_MODE + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_DoubleShadeWithFeather_Tess.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_MODE + #pragma multi_compile _IS_PASS_FWDDELTA + //Tessellation + #include "UCTS_DoubleShadeWithFeather_Tess.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_MODE + //Tessellation + #include "UCTS_ShadowCaster_Tess.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Clipping_Tess_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Clipping_Tess_StencilMask.shader.meta new file mode 100644 index 00000000..60a868e9 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Clipping_Tess_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 8c94ee3046ef0574f87f6b658b4e4691 +timeCreated: 1518248473 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Clipping_Tess_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Clipping_Tess_StencilOut.shader b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Clipping_Tess_StencilOut.shader new file mode 100644 index 00000000..bb21acb3 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Clipping_Tess_StencilOut.shader @@ -0,0 +1,353 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_Clipping_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + //v.2.0.4 + [HideInInspector] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + // + [Toggle(_)] _Inverse_Clipping ("Inverse_Clipping", Float ) = 0 + _Clipping_Level ("Clipping_Level", Range(0, 1)) = 0 + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //Tessellation + //アウトライン処理は以下のUCTS_Outline_Tess.cgincへ. + #include "UCTS_Outline_Tess.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_MODE + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_DoubleShadeWithFeather_Tess.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_MODE + #pragma multi_compile _IS_PASS_FWDDELTA + //Tessellation + #include "UCTS_DoubleShadeWithFeather_Tess.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_MODE + //Tessellation + #include "UCTS_ShadowCaster_Tess.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Clipping_Tess_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Clipping_Tess_StencilOut.shader.meta new file mode 100644 index 00000000..d7cc423e --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Clipping_Tess_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: c4aed8662ca0f194284f3ab649e66d23 +timeCreated: 1518248477 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Clipping_Tess_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess.shader b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess.shader new file mode 100644 index 00000000..c22e9029 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess.shader @@ -0,0 +1,328 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + + + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_NO + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //Tessellation + //アウトライン処理は以下のUCTS_Outline_Tess.cgincへ. + #include "UCTS_Outline_Tess.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + Cull[_CullMode] + + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_DoubleShadeWithFeather_Tess.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + + Blend One One + Cull[_CullMode] + + + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + #pragma multi_compile _IS_PASS_FWDDELTA + //Tessellation + #include "UCTS_DoubleShadeWithFeather_Tess.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + //Tessellation + #include "UCTS_ShadowCaster_Tess.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess.shader.meta new file mode 100644 index 00000000..bf063fa2 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 1f248db3b28fc5f44aabd7aca618bd1e +timeCreated: 1518248465 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_Light.shader b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_Light.shader new file mode 100644 index 00000000..cef4c645 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_Light.shader @@ -0,0 +1,164 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Light/Toon_DoubleShadeWithFeather" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather/OUTLINE" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather/FORWARD" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_Light.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_Light.shader.meta new file mode 100644 index 00000000..69c14c79 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_Light.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: a3214384442742648aa664ef0039d397 +timeCreated: 1518248476 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_Light.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_Light_StencilMask.shader b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_Light_StencilMask.shader new file mode 100644 index 00000000..745a4c46 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_Light_StencilMask.shader @@ -0,0 +1,167 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Light/Toon_DoubleShadeWithFeather_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_StencilMask/OUTLINE" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_StencilMask/FORWARD" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_StencilMask/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_Light_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_Light_StencilMask.shader.meta new file mode 100644 index 00000000..f69a4938 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_Light_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 3073cd2564e4cde45a19c05e0012d22a +timeCreated: 1518248466 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_Light_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_Light_StencilOut.shader b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_Light_StencilOut.shader new file mode 100644 index 00000000..8884d90f --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_Light_StencilOut.shader @@ -0,0 +1,167 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Light/Toon_DoubleShadeWithFeather_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_StencilOut/OUTLINE" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_StencilOut/FORWARD" + UsePass "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_StencilOut/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_Light_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_Light_StencilOut.shader.meta new file mode 100644 index 00000000..18339b73 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_Light_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 7e7690a767a07da4f943439680e70db8 +timeCreated: 1518248472 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_Light_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_StencilMask.shader b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_StencilMask.shader new file mode 100644 index 00000000..d0bf37f1 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_StencilMask.shader @@ -0,0 +1,344 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="Opaque" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_NO + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //Tessellation + //アウトライン処理は以下のUCTS_Outline_Tess.cgincへ. + #include "UCTS_Outline_Tess.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_DoubleShadeWithFeather_Tess.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + #pragma multi_compile _IS_PASS_FWDDELTA + //Tessellation + #include "UCTS_DoubleShadeWithFeather_Tess.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + //Tessellation + #include "UCTS_ShadowCaster_Tess.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_StencilMask.shader.meta new file mode 100644 index 00000000..dd9f50df --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 08c65988dc25d9f44b791fcc18fb543a +timeCreated: 1518248459 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_StencilOut.shader b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_StencilOut.shader new file mode 100644 index 00000000..1e69c882 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_StencilOut.shader @@ -0,0 +1,344 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("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 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _Ap_RimLight_FeatherOff ("Ap_RimLight_FeatherOff", Float ) = 0 +//ここまで. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="Opaque" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_NO + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //Tessellation + //アウトライン処理は以下のUCTS_Outline_Tess.cgincへ. + #include "UCTS_Outline_Tess.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_DoubleShadeWithFeather_Tess.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + #pragma multi_compile _IS_PASS_FWDDELTA + //Tessellation + #include "UCTS_DoubleShadeWithFeather_Tess.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + //Tessellation + #include "UCTS_ShadowCaster_Tess.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_StencilOut.shader.meta new file mode 100644 index 00000000..1bd0db15 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: f937ea4ce96dfbe448afc0fb671198e5 +timeCreated: 1518248482 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_Tess_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_TransClipping_Tess.shader b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_TransClipping_Tess.shader new file mode 100644 index 00000000..ef3aeca1 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_TransClipping_Tess.shader @@ -0,0 +1,334 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_TransClipping" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //Tessellation + //アウトライン処理は以下のUCTS_Outline_Tess.cgincへ. + #include "UCTS_Outline_Tess.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_DoubleShadeWithFeather_Tess.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #pragma multi_compile _IS_PASS_FWDDELTA + //Tessellation + #include "UCTS_DoubleShadeWithFeather_Tess.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + //Tessellation + #include "UCTS_ShadowCaster_Tess.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_TransClipping_Tess.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_TransClipping_Tess.shader.meta new file mode 100644 index 00000000..5ced5be7 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_TransClipping_Tess.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 3fb99ac3775edeb4aa9530db5a614c92 +timeCreated: 1518248469 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_TransClipping_Tess.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_TransClipping_Tess_StencilMask.shader b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_TransClipping_Tess_StencilMask.shader new file mode 100644 index 00000000..1851fd20 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_TransClipping_Tess_StencilMask.shader @@ -0,0 +1,353 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_TransClipping_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //Tessellation + //アウトライン処理は以下のUCTS_Outline_Tess.cgincへ. + #include "UCTS_Outline_Tess.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_DoubleShadeWithFeather_Tess.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #pragma multi_compile _IS_PASS_FWDDELTA + //Tessellation + #include "UCTS_DoubleShadeWithFeather_Tess.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + //Tessellation + #include "UCTS_ShadowCaster_Tess.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_TransClipping_Tess_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_TransClipping_Tess_StencilMask.shader.meta new file mode 100644 index 00000000..ccb8bb3a --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_TransClipping_Tess_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 9855f226cd8152d4e99085272aceede6 +timeCreated: 1518248475 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_TransClipping_Tess_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_TransClipping_Tess_StencilOut.shader b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_TransClipping_Tess_StencilOut.shader new file mode 100644 index 00000000..c189b5e7 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_TransClipping_Tess_StencilOut.shader @@ -0,0 +1,354 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Toon_DoubleShadeWithFeather_TransClipping_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //Tessellation + //アウトライン処理は以下のUCTS_Outline_Tess.cgincへ. + #include "UCTS_Outline_Tess.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_DoubleShadeWithFeather_Tess.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #pragma multi_compile _IS_PASS_FWDDELTA + //Tessellation + #include "UCTS_DoubleShadeWithFeather_Tess.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + //Tessellation + #include "UCTS_ShadowCaster_Tess.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_TransClipping_Tess_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_TransClipping_Tess_StencilOut.shader.meta new file mode 100644 index 00000000..b006dade --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_TransClipping_Tess_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 2a0d4af863770404faee6488b86fe3c9 +timeCreated: 1518248466 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_DoubleShadeWithFeather_TransClipping_Tess_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_OutlineObject_Tess.shader b/Assets/Picola/Toon/Shader/Tess/Toon_OutlineObject_Tess.shader new file mode 100644 index 00000000..7caf61eb --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_OutlineObject_Tess.shader @@ -0,0 +1,82 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Helper/Toon_OutlineObject" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 2 //OutlineObj + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _Is_BakedNormal ("Is_BakedNormal", Float ) = 0 + _BakedNormal ("Baked Normal for Outline", 2D) = "white" {} + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + + + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_NO + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //Tessellation + //アウトライン処理は以下のUCTS_Outline_Tess.cgincへ. + #include "UCTS_Outline_Tess.cginc" + ENDCG + } + } + FallBack "Legacy Shaders/VertexLit" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_OutlineObject_Tess.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_OutlineObject_Tess.shader.meta new file mode 100644 index 00000000..48556055 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_OutlineObject_Tess.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 1847c44f729b68e49ba63610abdf9132 +timeCreated: 1518248465 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_OutlineObject_Tess.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_OutlineObject_Tess_StencilOut.shader b/Assets/Picola/Toon/Shader/Tess/Toon_OutlineObject_Tess_StencilOut.shader new file mode 100644 index 00000000..f8a3c523 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_OutlineObject_Tess_StencilOut.shader @@ -0,0 +1,89 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Helper/Toon_OutlineObject_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 2 //OutlineObj + _StencilNo ("Stencil No", int) =1 + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _Is_BakedNormal ("Is_BakedNormal", Float ) = 0 + _BakedNormal ("Baked Normal for Outline", 2D) = "white" {} + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="Opaque" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_NO + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //Tessellation + //アウトライン処理は以下のUCTS_Outline_Tess.cgincへ. + #include "UCTS_Outline_Tess.cginc" + ENDCG + } + } + FallBack "Legacy Shaders/VertexLit" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_OutlineObject_Tess_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_OutlineObject_Tess_StencilOut.shader.meta new file mode 100644 index 00000000..8f0a7a53 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_OutlineObject_Tess_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 06cae78b869a3234bab02eeb52197e1c +timeCreated: 1518248482 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_OutlineObject_Tess_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess.shader b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess.shader new file mode 100644 index 00000000..5d3700e7 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess.shader @@ -0,0 +1,336 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + ////天使の輪追加プロパティ. + [Toggle(_)] _AngelRing ("AngelRing", Float ) = 0 + _AngelRing_Sampler ("AngelRing_Sampler", 2D) = "black" {} + _AngelRing_Color ("AngelRing_Color", Color) = (1,1,1,1) + [Toggle(_)] _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 + [Toggle(_)] _ARSampler_AlphaOn ("ARSampler_AlphaOn", Float ) = 0 +//ここまで. + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_NO + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //Tessellation + //アウトライン処理は以下のUCTS_Outline_Tess.cgincへ. + #include "UCTS_Outline_Tess.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull[_CullMode] + + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_OFF + #pragma multi_compile _IS_ANGELRING_ON + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_OFF + #pragma multi_compile _IS_ANGELRING_ON + #pragma multi_compile _IS_PASS_FWDDELTA + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + //Tessellation + #include "UCTS_ShadowCaster_Tess.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess.shader.meta new file mode 100644 index 00000000..7730bdae --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 3a1af221400a61a4b94bae19aa79da2b +timeCreated: 1518248467 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess_Light.shader b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess_Light.shader new file mode 100644 index 00000000..4e3dfdb5 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess_Light.shader @@ -0,0 +1,176 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Light/AngelRing/Toon_ShadingGradeMap" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + ////天使の輪追加プロパティ. + [Toggle(_)] _AngelRing ("AngelRing", Float ) = 0 + _AngelRing_Sampler ("AngelRing_Sampler", 2D) = "black" {} + _AngelRing_Color ("AngelRing_Color", Color) = (1,1,1,1) + [Toggle(_)] _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 + [Toggle(_)] _ARSampler_AlphaOn ("ARSampler_AlphaOn", Float ) = 0 +//ここまで. + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap/OUTLINE" + UsePass "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap/FORWARD" + UsePass "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess_Light.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess_Light.shader.meta new file mode 100644 index 00000000..bfbac022 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess_Light.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: a1449ab672051624ca3160737b630f5e +timeCreated: 1518248476 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess_Light.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess_Light_StencilOut.shader b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess_Light_StencilOut.shader new file mode 100644 index 00000000..63d4b9be --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess_Light_StencilOut.shader @@ -0,0 +1,178 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Light/AngelRing/Toon_ShadingGradeMap_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + ////天使の輪追加プロパティ. + [Toggle(_)] _AngelRing ("AngelRing", Float ) = 0 + _AngelRing_Sampler ("AngelRing_Sampler", 2D) = "black" {} + _AngelRing_Color ("AngelRing_Color", Color) = (1,1,1,1) + [Toggle(_)] _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 + [Toggle(_)] _ARSampler_AlphaOn ("ARSampler_AlphaOn", Float ) = 0 +//ここまで. + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap_StencilOut/OUTLINE" + UsePass "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap_StencilOut/FORWARD" + UsePass "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap_StencilOut/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess_Light_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess_Light_StencilOut.shader.meta new file mode 100644 index 00000000..3fcedc2b --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess_Light_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 79d3dc54c32b69b42be17c48d33575f2 +timeCreated: 1518248472 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess_Light_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess_StencilOut.shader b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess_StencilOut.shader new file mode 100644 index 00000000..60301587 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess_StencilOut.shader @@ -0,0 +1,357 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + ////天使の輪追加プロパティ. + [Toggle(_)] _AngelRing ("AngelRing", Float ) = 0 + _AngelRing_Sampler ("AngelRing_Sampler", 2D) = "black" {} + _AngelRing_Color ("AngelRing_Color", Color) = (1,1,1,1) + [Toggle(_)] _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 + [Toggle(_)] _ARSampler_AlphaOn ("ARSampler_AlphaOn", Float ) = 0 +//ここまで. + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="Opaque" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_NO + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //Tessellation + //アウトライン処理は以下のUCTS_Outline_Tess.cgincへ. + #include "UCTS_Outline_Tess.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_OFF + #pragma multi_compile _IS_ANGELRING_ON + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_OFF + #pragma multi_compile _IS_ANGELRING_ON + #pragma multi_compile _IS_PASS_FWDDELTA + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + //Tessellation + #include "UCTS_ShadowCaster_Tess.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess_StencilOut.shader.meta new file mode 100644 index 00000000..df40e149 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 18c9172cdf36a344f9aca9bbc0e7002d +timeCreated: 1518248463 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_Tess_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_TransClipping_Tess.shader b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_TransClipping_Tess.shader new file mode 100644 index 00000000..b9260cfa --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_TransClipping_Tess.shader @@ -0,0 +1,346 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap_TransClipping" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [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" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + ////天使の輪追加プロパティ. + [Toggle(_)] _AngelRing ("AngelRing", Float ) = 0 + _AngelRing_Sampler ("AngelRing_Sampler", 2D) = "black" {} + _AngelRing_Color ("AngelRing_Color", Color) = (1,1,1,1) + [Toggle(_)] _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 + [Toggle(_)] _ARSampler_AlphaOn ("ARSampler_AlphaOn", Float ) = 0 +//ここまで. + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //Tessellation + //アウトライン処理は以下のUCTS_Outline_Tess.cgincへ. + #include "UCTS_Outline_Tess.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_ON + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_ON + #pragma multi_compile _IS_PASS_FWDDELTA + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + //Tessellation + #include "UCTS_ShadowCaster_Tess.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_TransClipping_Tess.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_TransClipping_Tess.shader.meta new file mode 100644 index 00000000..933c3eef --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_TransClipping_Tess.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 54a94f776a43a074c8c2d205bb934005 +timeCreated: 1518248471 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_TransClipping_Tess.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_TransClipping_Tess_StencilOut.shader b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_TransClipping_Tess_StencilOut.shader new file mode 100644 index 00000000..dc8eb708 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_TransClipping_Tess_StencilOut.shader @@ -0,0 +1,366 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/AngelRing/Toon_ShadingGradeMap_TransClipping_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + ////天使の輪追加プロパティ. + [Toggle(_)] _AngelRing ("AngelRing", Float ) = 0 + _AngelRing_Sampler ("AngelRing_Sampler", 2D) = "black" {} + _AngelRing_Color ("AngelRing_Color", Color) = (1,1,1,1) + [Toggle(_)] _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 + [Toggle(_)] _ARSampler_AlphaOn ("ARSampler_AlphaOn", Float ) = 0 +//ここまで. + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //Tessellation + //アウトライン処理は以下のUCTS_Outline_Tess.cgincへ. + #include "UCTS_Outline_Tess.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_ON + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_ON + #pragma multi_compile _IS_PASS_FWDDELTA + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + //Tessellation + #include "UCTS_ShadowCaster_Tess.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_TransClipping_Tess_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_TransClipping_Tess_StencilOut.shader.meta new file mode 100644 index 00000000..912976de --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_TransClipping_Tess_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: d496a1c70c797ad43836d5bfff575b5f +timeCreated: 1518248480 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_AngelRing_TransClipping_Tess_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess.shader b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess.shader new file mode 100644 index 00000000..edd08d98 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess.shader @@ -0,0 +1,327 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_NO + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //Tessellation + //アウトライン処理は以下のUCTS_Outline_Tess.cgincへ. + #include "UCTS_Outline_Tess.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull[_CullMode] + + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_OFF + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_OFF + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDDELTA + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + //Tessellation + #include "UCTS_ShadowCaster_Tess.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess.shader.meta new file mode 100644 index 00000000..d71a71ce --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 183ea557143786346b1bfc862ad22636 +timeCreated: 1518248462 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_Light.shader b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_Light.shader new file mode 100644 index 00000000..dd1da80c --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_Light.shader @@ -0,0 +1,167 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Light/Toon_ShadingGradeMap" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap/OUTLINE" + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap/FORWARD" + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_Light.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_Light.shader.meta new file mode 100644 index 00000000..c2400b48 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_Light.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 356dd5af8f0d40e41b647d3d0a0555c1 +timeCreated: 1518248466 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_Light.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_Light_StencilMask.shader b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_Light_StencilMask.shader new file mode 100644 index 00000000..1022f45d --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_Light_StencilMask.shader @@ -0,0 +1,169 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Light/Toon_ShadingGradeMap_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_StencilMask/OUTLINE" + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_StencilMask/FORWARD" + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_StencilMask/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_Light_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_Light_StencilMask.shader.meta new file mode 100644 index 00000000..66605e1b --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_Light_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: ffadecfbd9e31f840ba4109fea0f0436 +timeCreated: 1518248484 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_Light_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_Light_StencilOut.shader b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_Light_StencilOut.shader new file mode 100644 index 00000000..2feb6e1a --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_Light_StencilOut.shader @@ -0,0 +1,169 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Light/Toon_ShadingGradeMap_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_StencilOut/OUTLINE" + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_StencilOut/FORWARD" + UsePass "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_StencilOut/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_Light_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_Light_StencilOut.shader.meta new file mode 100644 index 00000000..0c4b5c57 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_Light_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 98ac5d198a471494da681b7b8d1e1727 +timeCreated: 1518248475 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_Light_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_StencilMask.shader b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_StencilMask.shader new file mode 100644 index 00000000..efa4cf7d --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_StencilMask.shader @@ -0,0 +1,348 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="Opaque" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_NO + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //Tessellation + //アウトライン処理は以下のUCTS_Outline_Tess.cgincへ. + #include "UCTS_Outline_Tess.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_OFF + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_OFF + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDDELTA + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + //Tessellation + #include "UCTS_ShadowCaster_Tess.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_StencilMask.shader.meta new file mode 100644 index 00000000..b0ae1d99 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 0d799eb857c0e2c45bbdfb2c033d33e6 +timeCreated: 1518248461 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_StencilOut.shader b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_StencilOut.shader new file mode 100644 index 00000000..095b1565 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_StencilOut.shader @@ -0,0 +1,348 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="Opaque" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_NO + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //Tessellation + //アウトライン処理は以下のUCTS_Outline_Tess.cgincへ. + #include "UCTS_Outline_Tess.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_OFF + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_OFF + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDDELTA + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + //Tessellation + #include "UCTS_ShadowCaster_Tess.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_StencilOut.shader.meta new file mode 100644 index 00000000..23bbfc37 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: e667137c8b6fd3d4390fc364b2e5c70b +timeCreated: 1518248480 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_Tess_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_TransClipping_Tess.shader b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_TransClipping_Tess.shader new file mode 100644 index 00000000..75b1f565 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_TransClipping_Tess.shader @@ -0,0 +1,337 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_TransClipping" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [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" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //Tessellation + //アウトライン処理は以下のUCTS_Outline_Tess.cgincへ. + #include "UCTS_Outline_Tess.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDDELTA + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + //Tessellation + #include "UCTS_ShadowCaster_Tess.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_TransClipping_Tess.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_TransClipping_Tess.shader.meta new file mode 100644 index 00000000..2424eefb --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_TransClipping_Tess.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: feba437d8ff93f745a78828529e9a272 +timeCreated: 1518248484 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_TransClipping_Tess.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_TransClipping_Tess_StencilMask.shader b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_TransClipping_Tess_StencilMask.shader new file mode 100644 index 00000000..0197ca46 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_TransClipping_Tess_StencilMask.shader @@ -0,0 +1,357 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_TransClipping_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //Tessellation + //アウトライン処理は以下のUCTS_Outline_Tess.cgincへ. + #include "UCTS_Outline_Tess.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDDELTA + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + //Tessellation + #include "UCTS_ShadowCaster_Tess.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_TransClipping_Tess_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_TransClipping_Tess_StencilMask.shader.meta new file mode 100644 index 00000000..f2bdd6e3 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_TransClipping_Tess_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 8d1395a9f4bfad44d8fddd0f2af19b1e +timeCreated: 1518248473 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_TransClipping_Tess_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_TransClipping_Tess_StencilOut.shader b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_TransClipping_Tess_StencilOut.shader new file mode 100644 index 00000000..4fb8b391 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_TransClipping_Tess_StencilOut.shader @@ -0,0 +1,357 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Tessellation/Toon_ShadingGradeMap_TransClipping_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + //Tessellation + _TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5 + _TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5 + _TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0 + + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //Tessellation + //アウトライン処理は以下のUCTS_Outline_Tess.cgincへ. + #include "UCTS_Outline_Tess.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDDELTA + //Tessellation + #include "UCTS_ShadingGradeMap_Tess.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + //Tessellation + #define TESSELLATION_ON + #pragma target 5.0 + #pragma vertex tess_VertexInput + #pragma hull hs_VertexInput + #pragma domain ds_surf + //#pragma vertex vert + + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + //Tessellation + #ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" + #endif + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d11 xboxone ps4 switch + //Tessellation + //#pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + //Tessellation + #include "UCTS_ShadowCaster_Tess.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_TransClipping_Tess_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_TransClipping_Tess_StencilOut.shader.meta new file mode 100644 index 00000000..362adb56 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_TransClipping_Tess_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 08c6bb334aed21c4198cf46b71ebca2d +timeCreated: 1518248460 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/Toon_ShadingGradeMap_TransClipping_Tess_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/UCTS_DoubleShadeWithFeather_tess.cginc b/Assets/Picola/Toon/Shader/Tess/UCTS_DoubleShadeWithFeather_tess.cginc new file mode 100644 index 00000000..7a2903af --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/UCTS_DoubleShadeWithFeather_tess.cginc @@ -0,0 +1,456 @@ +//UCTS_DoubleShadeWithFeather_Tess.cginc +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +//#pragma multi_compile _IS_CLIPPING_OFF _IS_CLIPPING_MODE _IS_CLIPPING_TRANSMODE +//#pragma multi_compile _IS_PASS_FWDBASE _IS_PASS_FWDDELTA +// ※Tessellation対応 +// 対応部分のコードは、Nora氏の https://github.com/Stereoarts/UnityChanToonShaderVer2_Tess を参考にしました. +// + + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float4 _BaseColor; + //v.2.0.5 + uniform float4 _Color; + uniform fixed _Use_BaseAs1st; + uniform fixed _Use_1stAs2nd; + // + uniform fixed _Is_LightColor_Base; + uniform sampler2D _1st_ShadeMap; uniform float4 _1st_ShadeMap_ST; + uniform float4 _1st_ShadeColor; + uniform fixed _Is_LightColor_1st_Shade; + uniform sampler2D _2nd_ShadeMap; uniform float4 _2nd_ShadeMap_ST; + uniform float4 _2nd_ShadeColor; + uniform fixed _Is_LightColor_2nd_Shade; + uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST; + uniform fixed _Is_NormalMapToBase; + uniform fixed _Set_SystemShadowsToBase; + uniform float _Tweak_SystemShadowsLevel; + uniform float _BaseColor_Step; + uniform float _BaseShade_Feather; + uniform sampler2D _Set_1st_ShadePosition; uniform float4 _Set_1st_ShadePosition_ST; + uniform float _ShadeColor_Step; + uniform float _1st2nd_Shades_Feather; + uniform sampler2D _Set_2nd_ShadePosition; uniform float4 _Set_2nd_ShadePosition_ST; + uniform float4 _HighColor; + uniform sampler2D _HighColor_Tex; uniform float4 _HighColor_Tex_ST; + uniform fixed _Is_LightColor_HighColor; + uniform fixed _Is_NormalMapToHighColor; + uniform float _HighColor_Power; + uniform fixed _Is_SpecularToHighColor; + uniform fixed _Is_BlendAddToHiColor; + uniform fixed _Is_UseTweakHighColorOnShadow; + uniform float _TweakHighColorOnShadow; + uniform sampler2D _Set_HighColorMask; uniform float4 _Set_HighColorMask_ST; + uniform float _Tweak_HighColorMaskLevel; + uniform fixed _RimLight; + uniform float4 _RimLightColor; + uniform fixed _Is_LightColor_RimLight; + uniform fixed _Is_NormalMapToRimLight; + uniform float _RimLight_Power; + uniform float _RimLight_InsideMask; + uniform fixed _RimLight_FeatherOff; + uniform fixed _LightDirection_MaskOn; + uniform float _Tweak_LightDirection_MaskLevel; + uniform fixed _Add_Antipodean_RimLight; + uniform float4 _Ap_RimLightColor; + uniform fixed _Is_LightColor_Ap_RimLight; + uniform float _Ap_RimLight_Power; + uniform fixed _Ap_RimLight_FeatherOff; + uniform sampler2D _Set_RimLightMask; uniform float4 _Set_RimLightMask_ST; + uniform float _Tweak_RimLightMaskLevel; + uniform fixed _MatCap; + uniform sampler2D _MatCap_Sampler; uniform float4 _MatCap_Sampler_ST; + uniform float4 _MatCapColor; + uniform fixed _Is_LightColor_MatCap; + uniform fixed _Is_BlendAddToMatCap; + uniform float _Tweak_MatCapUV; + uniform float _Rotate_MatCapUV; + uniform fixed _Is_NormalMapForMatCap; + uniform sampler2D _NormalMapForMatCap; uniform float4 _NormalMapForMatCap_ST; + uniform float _Rotate_NormalMapForMatCapUV; + uniform fixed _Is_UseTweakMatCapOnShadow; + uniform float _TweakMatCapOnShadow; + //MatcapMask + uniform sampler2D _Set_MatcapMask; uniform float4 _Set_MatcapMask_ST; + uniform float _Tweak_MatcapMaskLevel; + //v.2.0.5 + uniform fixed _Is_Ortho; + //v.2.0.6 + uniform float _CameraRolling_Stabilizer; + uniform fixed _BlurLevelMatcap; + uniform fixed _Inverse_MatcapMask; + uniform float _BumpScale; + uniform float _BumpScaleMatcap; + //Emissive + uniform sampler2D _Emissive_Tex; uniform float4 _Emissive_Tex_ST; + uniform float4 _Emissive_Color; + //v.2.0.7 + uniform fixed _Is_ViewCoord_Scroll; + uniform float _Rotate_EmissiveUV; + uniform float _Base_Speed; + uniform float _Scroll_EmissiveU; + uniform float _Scroll_EmissiveV; + uniform fixed _Is_PingPong_Base; + uniform float4 _ColorShift; + uniform float4 _ViewShift; + uniform float _ColorShift_Speed; + uniform fixed _Is_ColorShift; + uniform fixed _Is_ViewShift; + uniform float3 emissive; + // + uniform float _Unlit_Intensity; + //v.2.0.5 + uniform fixed _Is_Filter_HiCutPointLightColor; + uniform fixed _Is_Filter_LightColor; + //v.2.0.4.4 + uniform float _StepOffset; + uniform fixed _Is_BLD; + uniform float _Offset_X_Axis_BLD; + uniform float _Offset_Y_Axis_BLD; + uniform fixed _Inverse_Z_Axis_BLD; +//v.2.0.4 +#ifdef _IS_CLIPPING_MODE +//DoubleShadeWithFeather_Clipping + uniform sampler2D _ClippingMask; uniform float4 _ClippingMask_ST; + uniform float _Clipping_Level; + uniform fixed _Inverse_Clipping; +#elif _IS_CLIPPING_TRANSMODE +//DoubleShadeWithFeather_TransClipping + uniform sampler2D _ClippingMask; uniform float4 _ClippingMask_ST; + uniform fixed _IsBaseMapAlphaAsClippingMask; + uniform float _Clipping_Level; + uniform fixed _Inverse_Clipping; + uniform float _Tweak_transparency; +#elif _IS_CLIPPING_OFF +//DoubleShadeWithFeather +#endif + + // UV回転をする関数:RotateUV() + //float2 rotatedUV = RotateUV(i.uv0, (_angular_Verocity*3.141592654), float2(0.5, 0.5), _Time.g); + float2 RotateUV(float2 _uv, float _radian, float2 _piv, float _time) + { + float RotateUV_ang = _radian; + float RotateUV_cos = cos(_time*RotateUV_ang); + float RotateUV_sin = sin(_time*RotateUV_ang); + return (mul(_uv - _piv, float2x2( RotateUV_cos, -RotateUV_sin, RotateUV_sin, RotateUV_cos)) + _piv); + } + // + fixed3 DecodeLightProbe( fixed3 N ){ + return ShadeSH9(float4(N,1)); + } + + uniform float _GI_Intensity; + +//Tessellation OFF +#ifndef TESSELLATION_ON + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; +#endif + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 posWorld : TEXCOORD1; + float3 normalDir : TEXCOORD2; + float3 tangentDir : TEXCOORD3; + float3 bitangentDir : TEXCOORD4; + //v.2.0.7 + float mirrorFlag : TEXCOORD5; + LIGHTING_COORDS(6,7) + UNITY_FOG_COORDS(8) + // + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos( v.vertex ); + //v.2.0.7 鏡の中判定(右手座標系か、左手座標系かの判定)o.mirrorFlag = -1 なら鏡の中. + float3 crossFwd = cross(UNITY_MATRIX_V[0], UNITY_MATRIX_V[1]); + o.mirrorFlag = dot(crossFwd, UNITY_MATRIX_V[2]) <0 ? 1 : -1; + // + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + +//Tessellation ON +#ifdef TESSELLATION_ON +#ifdef UNITY_CAN_COMPILE_TESSELLATION + // tessellation domain shader + [UNITY_domain("tri")] + VertexOutput ds_surf(UnityTessellationFactors tessFactors, const OutputPatch vi, float3 bary : SV_DomainLocation) + { + VertexInput v = _ds_VertexInput(tessFactors, vi, bary); + return vert(v); + } +#endif // UNITY_CAN_COMPILE_TESSELLATION +#endif // TESSELLATION_ON + + float4 frag(VertexOutput i, fixed facing : VFACE) : SV_TARGET { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float2 Set_UV0 = i.uv0; + //v.2.0.6 + float3 _NormalMap_var = UnpackScaleNormal(tex2D(_NormalMap,TRANSFORM_TEX(Set_UV0, _NormalMap)), _BumpScale); + float3 normalLocal = _NormalMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(Set_UV0, _MainTex)); +//v.2.0.4 +#ifdef _IS_CLIPPING_MODE +//DoubleShadeWithFeather_Clipping + float4 _ClippingMask_var = tex2D(_ClippingMask,TRANSFORM_TEX(Set_UV0, _ClippingMask)); + float Set_Clipping = saturate((lerp( _ClippingMask_var.r, (1.0 - _ClippingMask_var.r), _Inverse_Clipping )+_Clipping_Level)); + clip(Set_Clipping - 0.5); +#elif _IS_CLIPPING_TRANSMODE +//DoubleShadeWithFeather_TransClipping + float4 _ClippingMask_var = tex2D(_ClippingMask,TRANSFORM_TEX(Set_UV0, _ClippingMask)); + float Set_MainTexAlpha = _MainTex_var.a; + float _IsBaseMapAlphaAsClippingMask_var = lerp( _ClippingMask_var.r, Set_MainTexAlpha, _IsBaseMapAlphaAsClippingMask ); + float _Inverse_Clipping_var = lerp( _IsBaseMapAlphaAsClippingMask_var, (1.0 - _IsBaseMapAlphaAsClippingMask_var), _Inverse_Clipping ); + float Set_Clipping = saturate((_Inverse_Clipping_var+_Clipping_Level)); + clip(Set_Clipping - 0.5); + +#elif _IS_CLIPPING_OFF +//DoubleShadeWithFeather +#endif + + UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz); + +//v.2.0.4 +#ifdef _IS_PASS_FWDBASE + float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz); + //v.2.0.5 + float3 defaultLightColor = saturate(max(half3(0.05,0.05,0.05)*_Unlit_Intensity,max(ShadeSH9(half4(0.0, 0.0, 0.0, 1.0)),ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)).rgb)*_Unlit_Intensity)); + float3 customLightDirection = normalize(mul( unity_ObjectToWorld, float4(((float3(1.0,0.0,0.0)*_Offset_X_Axis_BLD*10)+(float3(0.0,1.0,0.0)*_Offset_Y_Axis_BLD*10)+(float3(0.0,0.0,-1.0)*lerp(-1.0,1.0,_Inverse_Z_Axis_BLD))),0)).xyz); + float3 lightDirection = normalize(lerp(defaultLightDirection,_WorldSpaceLightPos0.xyz,any(_WorldSpaceLightPos0.xyz))); + lightDirection = lerp(lightDirection, customLightDirection, _Is_BLD); + //v.2.0.5: + float3 lightColor = lerp(max(defaultLightColor,_LightColor0.rgb),max(defaultLightColor,saturate(_LightColor0.rgb)),_Is_Filter_LightColor); +#elif _IS_PASS_FWDDELTA + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + //v.2.0.5: + float3 addPassLightColor = (0.5*dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToBase ), lightDirection)+0.5) * _LightColor0.rgb * attenuation; + float pureIntencity = max(0.001,(0.299*_LightColor0.r + 0.587*_LightColor0.g + 0.114*_LightColor0.b)); + float3 lightColor = max(0, lerp(addPassLightColor, lerp(0,min(addPassLightColor,addPassLightColor/pureIntencity),_WorldSpaceLightPos0.w),_Is_Filter_LightColor)); +#endif +////// Lighting: + float3 halfDirection = normalize(viewDirection+lightDirection); + //v.2.0.5 + _Color = _BaseColor; + +#ifdef _IS_PASS_FWDBASE + float3 Set_LightColor = lightColor.rgb; + float3 Set_BaseColor = lerp( (_BaseColor.rgb*_MainTex_var.rgb), ((_BaseColor.rgb*_MainTex_var.rgb)*Set_LightColor), _Is_LightColor_Base ); + //v.2.0.5 + float4 _1st_ShadeMap_var = lerp(tex2D(_1st_ShadeMap,TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)),_MainTex_var,_Use_BaseAs1st); + float3 Set_1st_ShadeColor = lerp( (_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb), ((_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_1st_Shade ); + //v.2.0.5 + float4 _2nd_ShadeMap_var = lerp(tex2D(_2nd_ShadeMap,TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)),_1st_ShadeMap_var,_Use_1stAs2nd); + float3 Set_2nd_ShadeColor = lerp( (_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb), ((_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_2nd_Shade ); + float _HalfLambert_var = 0.5*dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToBase ),lightDirection)+0.5; + float4 _Set_2nd_ShadePosition_var = tex2D(_Set_2nd_ShadePosition,TRANSFORM_TEX(Set_UV0, _Set_2nd_ShadePosition)); + float4 _Set_1st_ShadePosition_var = tex2D(_Set_1st_ShadePosition,TRANSFORM_TEX(Set_UV0, _Set_1st_ShadePosition)); + //v.2.0.6 + //Minmimum value is same as the Minimum Feather's value with the Minimum Step's value as threshold. + float _SystemShadowsLevel_var = (attenuation*0.5)+0.5+_Tweak_SystemShadowsLevel > 0.001 ? (attenuation*0.5)+0.5+_Tweak_SystemShadowsLevel : 0.0001; + float Set_FinalShadowMask = saturate((1.0 + ( (lerp( _HalfLambert_var, _HalfLambert_var*saturate(_SystemShadowsLevel_var), _Set_SystemShadowsToBase ) - (_BaseColor_Step-_BaseShade_Feather)) * ((1.0 - _Set_1st_ShadePosition_var.rgb).r - 1.0) ) / (_BaseColor_Step - (_BaseColor_Step-_BaseShade_Feather)))); + // + //Composition: 3 Basic Colors as Set_FinalBaseColor + float3 Set_FinalBaseColor = lerp(Set_BaseColor,lerp(Set_1st_ShadeColor,Set_2nd_ShadeColor,saturate((1.0 + ( (_HalfLambert_var - (_ShadeColor_Step-_1st2nd_Shades_Feather)) * ((1.0 - _Set_2nd_ShadePosition_var.rgb).r - 1.0) ) / (_ShadeColor_Step - (_ShadeColor_Step-_1st2nd_Shades_Feather))))),Set_FinalShadowMask); // Final Color + float4 _Set_HighColorMask_var = tex2D(_Set_HighColorMask,TRANSFORM_TEX(Set_UV0, _Set_HighColorMask)); + float _Specular_var = 0.5*dot(halfDirection,lerp( i.normalDir, normalDirection, _Is_NormalMapToHighColor ))+0.5; // Specular + float _TweakHighColorMask_var = (saturate((_Set_HighColorMask_var.g+_Tweak_HighColorMaskLevel))*lerp( (1.0 - step(_Specular_var,(1.0 - pow(_HighColor_Power,5)))), pow(_Specular_var,exp2(lerp(11,1,_HighColor_Power))), _Is_SpecularToHighColor )); + float4 _HighColor_Tex_var = tex2D(_HighColor_Tex,TRANSFORM_TEX(Set_UV0, _HighColor_Tex)); + float3 _HighColor_var = (lerp( (_HighColor_Tex_var.rgb*_HighColor.rgb), ((_HighColor_Tex_var.rgb*_HighColor.rgb)*Set_LightColor), _Is_LightColor_HighColor )*_TweakHighColorMask_var); + //Composition: 3 Basic Colors and HighColor as Set_HighColor + float3 Set_HighColor = (lerp( saturate((Set_FinalBaseColor-_TweakHighColorMask_var)), Set_FinalBaseColor, lerp(_Is_BlendAddToHiColor,1.0,_Is_SpecularToHighColor) )+lerp( _HighColor_var, (_HighColor_var*((1.0 - Set_FinalShadowMask)+(Set_FinalShadowMask*_TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow )); + float4 _Set_RimLightMask_var = tex2D(_Set_RimLightMask,TRANSFORM_TEX(Set_UV0, _Set_RimLightMask)); + float3 _Is_LightColor_RimLight_var = lerp( _RimLightColor.rgb, (_RimLightColor.rgb*Set_LightColor), _Is_LightColor_RimLight ); + float _RimArea_var = (1.0 - dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToRimLight ),viewDirection)); + float _RimLightPower_var = pow(_RimArea_var,exp2(lerp(3,0,_RimLight_Power))); + float _Rimlight_InsideMask_var = saturate(lerp( (0.0 + ( (_RimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0) ) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask,_RimLightPower_var), _RimLight_FeatherOff )); + float _VertHalfLambert_var = 0.5*dot(i.normalDir,lightDirection)+0.5; + float3 _LightDirection_MaskOn_var = lerp( (_Is_LightColor_RimLight_var*_Rimlight_InsideMask_var), (_Is_LightColor_RimLight_var*saturate((_Rimlight_InsideMask_var-((1.0 - _VertHalfLambert_var)+_Tweak_LightDirection_MaskLevel)))), _LightDirection_MaskOn ); + float _ApRimLightPower_var = pow(_RimArea_var,exp2(lerp(3,0,_Ap_RimLight_Power))); + float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g+_Tweak_RimLightMaskLevel))*lerp( _LightDirection_MaskOn_var, (_LightDirection_MaskOn_var+(lerp( _Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb*Set_LightColor), _Is_LightColor_Ap_RimLight )*saturate((lerp( (0.0 + ( (_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0) ) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask,_ApRimLightPower_var), _Ap_RimLight_FeatherOff )-(saturate(_VertHalfLambert_var)+_Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight )); + //Composition: HighColor and RimLight as _RimLight_var + float3 _RimLight_var = lerp( Set_HighColor, (Set_HighColor+Set_RimLight), _RimLight ); + //Matcap + //v.2.0.6 : CameraRolling Stabilizer + //鏡スクリプト判定:_sign_Mirror = -1 なら、鏡の中と判定. + //v.2.0.7 + fixed _sign_Mirror = i.mirrorFlag; + // + float3 _Camera_Right = UNITY_MATRIX_V[0].xyz; + float3 _Camera_Front = UNITY_MATRIX_V[2].xyz; + float3 _Up_Unit = float3(0, 1, 0); + float3 _Right_Axis = cross(_Camera_Front, _Up_Unit); + //鏡の中なら反転. + if(_sign_Mirror < 0){ + _Right_Axis = -1 * _Right_Axis; + _Rotate_MatCapUV = -1 * _Rotate_MatCapUV; + }else{ + _Right_Axis = _Right_Axis; + } + float _Camera_Right_Magnitude = sqrt(_Camera_Right.x*_Camera_Right.x + _Camera_Right.y*_Camera_Right.y + _Camera_Right.z*_Camera_Right.z); + float _Right_Axis_Magnitude = sqrt(_Right_Axis.x*_Right_Axis.x + _Right_Axis.y*_Right_Axis.y + _Right_Axis.z*_Right_Axis.z); + float _Camera_Roll_Cos = dot(_Right_Axis, _Camera_Right) / (_Right_Axis_Magnitude * _Camera_Right_Magnitude); + float _Camera_Roll = acos(clamp(_Camera_Roll_Cos, -1, 1)); + fixed _Camera_Dir = _Camera_Right.y < 0 ? -1 : 1; + float _Rot_MatCapUV_var_ang = (_Rotate_MatCapUV*3.141592654) - _Camera_Dir*_Camera_Roll*_CameraRolling_Stabilizer; + //v.2.0.7 + float2 _Rot_MatCapNmUV_var = RotateUV(Set_UV0, (_Rotate_NormalMapForMatCapUV*3.141592654), float2(0.5, 0.5), 1.0); + //V.2.0.6 + float3 _NormalMapForMatCap_var = UnpackScaleNormal(tex2D(_NormalMapForMatCap,TRANSFORM_TEX(_Rot_MatCapNmUV_var, _NormalMapForMatCap)),_BumpScaleMatcap); + //v.2.0.5: MatCap with camera skew correction + float3 viewNormal = (mul(UNITY_MATRIX_V, float4(lerp( i.normalDir, mul( _NormalMapForMatCap_var.rgb, tangentTransform ).rgb, _Is_NormalMapForMatCap ),0))).rgb; + float3 NormalBlend_MatcapUV_Detail = viewNormal.rgb * float3(-1,-1,1); + float3 NormalBlend_MatcapUV_Base = (mul( UNITY_MATRIX_V, float4(viewDirection,0) ).rgb*float3(-1,-1,1)) + float3(0,0,1); + float3 noSknewViewNormal = NormalBlend_MatcapUV_Base*dot(NormalBlend_MatcapUV_Base, NormalBlend_MatcapUV_Detail)/NormalBlend_MatcapUV_Base.b - NormalBlend_MatcapUV_Detail; + float2 _ViewNormalAsMatCapUV = (lerp(noSknewViewNormal,viewNormal,_Is_Ortho).rg*0.5)+0.5; + //v.2.0.7 + float2 _Rot_MatCapUV_var = RotateUV((0.0 + ((_ViewNormalAsMatCapUV - (0.0+_Tweak_MatCapUV)) * (1.0 - 0.0) ) / ((1.0-_Tweak_MatCapUV) - (0.0+_Tweak_MatCapUV))), _Rot_MatCapUV_var_ang, float2(0.5, 0.5), 1.0); + //鏡の中ならUV左右反転. + if(_sign_Mirror < 0){ + _Rot_MatCapUV_var.x = 1-_Rot_MatCapUV_var.x; + }else{ + _Rot_MatCapUV_var = _Rot_MatCapUV_var; + } + //v.2.0.6 : LOD of Matcap + float4 _MatCap_Sampler_var = tex2Dlod(_MatCap_Sampler,float4(TRANSFORM_TEX(_Rot_MatCapUV_var, _MatCap_Sampler),0.0,_BlurLevelMatcap)); + //MatcapMask + float4 _Set_MatcapMask_var = tex2D(_Set_MatcapMask,TRANSFORM_TEX(Set_UV0, _Set_MatcapMask)); + float _Tweak_MatcapMaskLevel_var = saturate(lerp(_Set_MatcapMask_var.g, (1.0 - _Set_MatcapMask_var.g), _Inverse_MatcapMask) + _Tweak_MatcapMaskLevel); + // + float3 _Is_LightColor_MatCap_var = lerp( (_MatCap_Sampler_var.rgb*_MatCapColor.rgb), ((_MatCap_Sampler_var.rgb*_MatCapColor.rgb)*Set_LightColor), _Is_LightColor_MatCap ); + //v.2.0.6 : ShadowMask on Matcap in Blend mode : multiply + float3 Set_MatCap = lerp( _Is_LightColor_MatCap_var, (_Is_LightColor_MatCap_var*((1.0 - Set_FinalShadowMask)+(Set_FinalShadowMask*_TweakMatCapOnShadow)) + lerp(Set_HighColor*Set_FinalShadowMask*(1.0-_TweakMatCapOnShadow), float3(0.0, 0.0, 0.0), _Is_BlendAddToMatCap)), _Is_UseTweakMatCapOnShadow ); + // + //Composition: RimLight and MatCap as finalColor + //Broke down finalColor composition + float3 matCapColorOnAddMode = _RimLight_var+Set_MatCap*_Tweak_MatcapMaskLevel_var; + float _Tweak_MatcapMaskLevel_var_MultiplyMode = _Tweak_MatcapMaskLevel_var * lerp (1.0, (1.0 - (Set_FinalShadowMask)*(1.0 - _TweakMatCapOnShadow)), _Is_UseTweakMatCapOnShadow); + float3 matCapColorOnMultiplyMode = Set_HighColor*(1-_Tweak_MatcapMaskLevel_var_MultiplyMode) + Set_HighColor*Set_MatCap*_Tweak_MatcapMaskLevel_var_MultiplyMode + lerp(float3(0,0,0),Set_RimLight,_RimLight); + float3 matCapColorFinal = lerp(matCapColorOnMultiplyMode, matCapColorOnAddMode, _Is_BlendAddToMatCap); + float3 finalColor = lerp(_RimLight_var, matCapColorFinal, _MatCap);// Final Composition before Emissive + // + //v.2.0.6: GI_Intensity with Intensity Multiplier Filter + float3 envLightColor = DecodeLightProbe(normalDirection) < float3(1,1,1) ? DecodeLightProbe(normalDirection) : float3(1,1,1); + float envLightIntensity = 0.299*envLightColor.r + 0.587*envLightColor.g + 0.114*envLightColor.b <1 ? (0.299*envLightColor.r + 0.587*envLightColor.g + 0.114*envLightColor.b) : 1; +//v.2.0.7 +#ifdef _EMISSIVE_SIMPLE + float4 _Emissive_Tex_var = tex2D(_Emissive_Tex,TRANSFORM_TEX(Set_UV0, _Emissive_Tex)); + float emissiveMask = _Emissive_Tex_var.a; + emissive = _Emissive_Tex_var.rgb * _Emissive_Color.rgb * emissiveMask; +#elif _EMISSIVE_ANIMATION + //v.2.0.7 Calculation View Coord UV for Scroll + float3 viewNormal_Emissive = (mul(UNITY_MATRIX_V, float4(i.normalDir,0))).xyz; + float3 NormalBlend_Emissive_Detail = viewNormal_Emissive * float3(-1,-1,1); + float3 NormalBlend_Emissive_Base = (mul( UNITY_MATRIX_V, float4(viewDirection,0)).xyz*float3(-1,-1,1)) + float3(0,0,1); + float3 noSknewViewNormal_Emissive = NormalBlend_Emissive_Base*dot(NormalBlend_Emissive_Base, NormalBlend_Emissive_Detail)/NormalBlend_Emissive_Base.z - NormalBlend_Emissive_Detail; + float2 _ViewNormalAsEmissiveUV = noSknewViewNormal_Emissive.xy*0.5+0.5; + float2 _ViewCoord_UV = RotateUV(_ViewNormalAsEmissiveUV, -(_Camera_Dir*_Camera_Roll), float2(0.5,0.5), 1.0); + //鏡の中ならUV左右反転. + if(_sign_Mirror < 0){ + _ViewCoord_UV.x = 1-_ViewCoord_UV.x; + }else{ + _ViewCoord_UV = _ViewCoord_UV; + } + float2 emissive_uv = lerp(i.uv0, _ViewCoord_UV, _Is_ViewCoord_Scroll); + // + float4 _time_var = _Time; + float _base_Speed_var = (_time_var.g*_Base_Speed); + float _Is_PingPong_Base_var = lerp(_base_Speed_var, sin(_base_Speed_var), _Is_PingPong_Base ); + float2 scrolledUV = emissive_uv + float2(_Scroll_EmissiveU, _Scroll_EmissiveV)*_Is_PingPong_Base_var; + float rotateVelocity = _Rotate_EmissiveUV*3.141592654; + float2 _rotate_EmissiveUV_var = RotateUV(scrolledUV, rotateVelocity, float2(0.5, 0.5), _Is_PingPong_Base_var); + float4 _Emissive_Tex_var = tex2D(_Emissive_Tex,TRANSFORM_TEX(Set_UV0, _Emissive_Tex)); + float emissiveMask = _Emissive_Tex_var.a; + _Emissive_Tex_var = tex2D(_Emissive_Tex,TRANSFORM_TEX(_rotate_EmissiveUV_var, _Emissive_Tex)); + float _colorShift_Speed_var = 1.0 - cos(_time_var.g*_ColorShift_Speed); + float viewShift_var = smoothstep( 0.0, 1.0, max(0,dot(normalDirection,viewDirection))); + float4 colorShift_Color = lerp(_Emissive_Color, lerp(_Emissive_Color, _ColorShift, _colorShift_Speed_var), _Is_ColorShift); + float4 viewShift_Color = lerp(_ViewShift, colorShift_Color, viewShift_var); + float4 emissive_Color = lerp(colorShift_Color, viewShift_Color, _Is_ViewShift); + emissive = emissive_Color.rgb * _Emissive_Tex_var.rgb * emissiveMask; +#endif + //Final Composition + finalColor = saturate(finalColor) + (envLightColor*envLightIntensity*_GI_Intensity*smoothstep(1,0,envLightIntensity/2)) + emissive; + +#elif _IS_PASS_FWDDELTA + //v.2.0.5 + _BaseColor_Step = saturate(_BaseColor_Step + _StepOffset); + _ShadeColor_Step = saturate(_ShadeColor_Step + _StepOffset); + // + //v.2.0.5: If Added lights is directional, set 0 as _LightIntensity + float _LightIntensity = lerp(0,(0.299*_LightColor0.r + 0.587*_LightColor0.g + 0.114*_LightColor0.b)*attenuation,_WorldSpaceLightPos0.w) ; + //v.2.0.5: Filtering the high intensity zone of PointLights + float3 Set_LightColor = lerp(lightColor,lerp(lightColor,min(lightColor,_LightColor0.rgb*attenuation*_BaseColor_Step),_WorldSpaceLightPos0.w),_Is_Filter_HiCutPointLightColor); + // + float3 Set_BaseColor = lerp( (_BaseColor.rgb*_MainTex_var.rgb*_LightIntensity), ((_BaseColor.rgb*_MainTex_var.rgb)*Set_LightColor), _Is_LightColor_Base ); + //v.2.0.5 + float4 _1st_ShadeMap_var = lerp(tex2D(_1st_ShadeMap,TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)),_MainTex_var,_Use_BaseAs1st); + float3 Set_1st_ShadeColor = lerp( (_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb*_LightIntensity), ((_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_1st_Shade ); + //v.2.0.5 + float4 _2nd_ShadeMap_var = lerp(tex2D(_2nd_ShadeMap,TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)),_1st_ShadeMap_var,_Use_1stAs2nd); + float3 Set_2nd_ShadeColor = lerp( (_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb*_LightIntensity), ((_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_2nd_Shade ); + float _HalfLambert_var = 0.5*dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToBase ),lightDirection)+0.5; + float4 _Set_2nd_ShadePosition_var = tex2D(_Set_2nd_ShadePosition,TRANSFORM_TEX(Set_UV0, _Set_2nd_ShadePosition)); + float4 _Set_1st_ShadePosition_var = tex2D(_Set_1st_ShadePosition,TRANSFORM_TEX(Set_UV0, _Set_1st_ShadePosition)); + //v.2.0.5: + float Set_FinalShadowMask = saturate((1.0 + ( (lerp( _HalfLambert_var, (_HalfLambert_var*saturate(1.0+_Tweak_SystemShadowsLevel)), _Set_SystemShadowsToBase ) - (_BaseColor_Step-_BaseShade_Feather)) * ((1.0 - _Set_1st_ShadePosition_var.rgb).r - 1.0) ) / (_BaseColor_Step - (_BaseColor_Step-_BaseShade_Feather)))); + //Composition: 3 Basic Colors as finalColor + float3 finalColor = lerp(Set_BaseColor,lerp(Set_1st_ShadeColor,Set_2nd_ShadeColor,saturate((1.0 + ( (_HalfLambert_var - (_ShadeColor_Step-_1st2nd_Shades_Feather)) * ((1.0 - _Set_2nd_ShadePosition_var.rgb).r - 1.0) ) / (_ShadeColor_Step - (_ShadeColor_Step-_1st2nd_Shades_Feather))))),Set_FinalShadowMask); // Final Color + + //v.2.0.6: Add HighColor if _Is_Filter_HiCutPointLightColor is False + float4 _Set_HighColorMask_var = tex2D(_Set_HighColorMask,TRANSFORM_TEX(Set_UV0, _Set_HighColorMask)); + float _Specular_var = 0.5*dot(halfDirection,lerp( i.normalDir, normalDirection, _Is_NormalMapToHighColor ))+0.5; // Specular + float _TweakHighColorMask_var = (saturate((_Set_HighColorMask_var.g+_Tweak_HighColorMaskLevel))*lerp( (1.0 - step(_Specular_var,(1.0 - pow(_HighColor_Power,5)))), pow(_Specular_var,exp2(lerp(11,1,_HighColor_Power))), _Is_SpecularToHighColor )); + float4 _HighColor_Tex_var = tex2D(_HighColor_Tex,TRANSFORM_TEX(Set_UV0, _HighColor_Tex)); + float3 _HighColor_var = (lerp( (_HighColor_Tex_var.rgb*_HighColor.rgb), ((_HighColor_Tex_var.rgb*_HighColor.rgb)*Set_LightColor), _Is_LightColor_HighColor )*_TweakHighColorMask_var); + finalColor = finalColor + lerp(lerp( _HighColor_var, (_HighColor_var*((1.0 - Set_FinalShadowMask)+(Set_FinalShadowMask*_TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow ),float3(0,0,0),_Is_Filter_HiCutPointLightColor); + // + + finalColor = saturate(finalColor); +#endif + + +//v.2.0.4 +#ifdef _IS_CLIPPING_OFF +//DoubleShadeWithFeather + #ifdef _IS_PASS_FWDBASE + fixed4 finalRGBA = fixed4(finalColor,1); + #elif _IS_PASS_FWDDELTA + fixed4 finalRGBA = fixed4(finalColor,0); + #endif +#elif _IS_CLIPPING_MODE +//DoubleShadeWithFeather_Clipping + #ifdef _IS_PASS_FWDBASE + fixed4 finalRGBA = fixed4(finalColor,1); + #elif _IS_PASS_FWDDELTA + fixed4 finalRGBA = fixed4(finalColor,0); + #endif +#elif _IS_CLIPPING_TRANSMODE +//DoubleShadeWithFeather_TransClipping + float Set_Opacity = saturate((_Inverse_Clipping_var+_Tweak_transparency)); + #ifdef _IS_PASS_FWDBASE + fixed4 finalRGBA = fixed4(finalColor,Set_Opacity); + #elif _IS_PASS_FWDDELTA + fixed4 finalRGBA = fixed4(finalColor * Set_Opacity,0); + #endif +#endif + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } diff --git a/Assets/Picola/Toon/Shader/Tess/UCTS_DoubleShadeWithFeather_tess.cginc.meta b/Assets/Picola/Toon/Shader/Tess/UCTS_DoubleShadeWithFeather_tess.cginc.meta new file mode 100644 index 00000000..2f875ebe --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/UCTS_DoubleShadeWithFeather_tess.cginc.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 6d04fc34e9717d34d9589f39decf8333 +timeCreated: 1518248457 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/UCTS_DoubleShadeWithFeather_tess.cginc + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/UCTS_Outline_Tess.cginc b/Assets/Picola/Toon/Shader/Tess/UCTS_Outline_Tess.cginc new file mode 100644 index 00000000..fcbe40e2 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/UCTS_Outline_Tess.cginc @@ -0,0 +1,145 @@ +//UCTS_Outline_tess.cginc +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +// カメラオフセット付きアウトライン(BaseColorライトカラー反映修正版/Tessellation対応版) +// 2018/02/05 Outline Tex対応版 +// #pragma multi_compile _IS_OUTLINE_CLIPPING_NO _IS_OUTLINE_CLIPPING_YES +// _IS_OUTLINE_CLIPPING_YESは、Clippigマスクを使用するシェーダーでのみ使用できる. OutlineのブレンドモードにBlend SrcAlpha OneMinusSrcAlphaを追加すること. +// ※Tessellation対応 +// 対応部分のコードは、Nora氏の https://github.com/Stereoarts/UnityChanToonShaderVer2_Tess を参考にしました. +// +#ifdef TESSELLATION_ON + #include "UCTS_Tess.cginc" +#endif +#ifndef TESSELLATION_ON + uniform float4 _LightColor0; +#endif + uniform float4 _BaseColor; + //v.2.0.7.5 + uniform float _Unlit_Intensity; + uniform fixed _Is_Filter_LightColor; + uniform fixed _Is_LightColor_Outline; + //v.2.0.5 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Outline_Width; + uniform float _Farthest_Distance; + uniform float _Nearest_Distance; + uniform sampler2D _Outline_Sampler; uniform float4 _Outline_Sampler_ST; + uniform float4 _Outline_Color; + uniform fixed _Is_BlendBaseColor; + uniform float _Offset_Z; + //v2.0.4 + uniform sampler2D _OutlineTex; uniform float4 _OutlineTex_ST; + uniform fixed _Is_OutlineTex; + //Baked Normal Texture for Outline + uniform sampler2D _BakedNormal; uniform float4 _BakedNormal_ST; + uniform fixed _Is_BakedNormal; + // +//v.2.0.4 +#ifdef _IS_OUTLINE_CLIPPING_YES + uniform sampler2D _ClippingMask; uniform float4 _ClippingMask_ST; + uniform float _Clipping_Level; + uniform fixed _Inverse_Clipping; + uniform fixed _IsBaseMapAlphaAsClippingMask; +#endif +#ifndef TESSELLATION_ON + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; +#endif + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float3 normalDir : TEXCOORD1; + float3 tangentDir : TEXCOORD2; + float3 bitangentDir : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); + float2 Set_UV0 = o.uv0; + float4 _Outline_Sampler_var = tex2Dlod(_Outline_Sampler,float4(TRANSFORM_TEX(Set_UV0, _Outline_Sampler),0.0,0)); + //v.2.0.4.3 baked Normal Texture for Outline + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + float3x3 tangentTransform = float3x3( o.tangentDir, o.bitangentDir, o.normalDir); + //UnpackNormal()が使えないので、以下で展開。使うテクスチャはBump指定をしないこと. + float4 _BakedNormal_var = (tex2Dlod(_BakedNormal,float4(TRANSFORM_TEX(Set_UV0, _BakedNormal),0.0,0)) * 2 - 1); + float3 _BakedNormalDir = normalize(mul(_BakedNormal_var.rgb, tangentTransform)); + //ここまで. + float Set_Outline_Width = (_Outline_Width*0.001*smoothstep( _Farthest_Distance, _Nearest_Distance, distance(objPos.rgb,_WorldSpaceCameraPos) )*_Outline_Sampler_var.rgb).r; + //v.2.0.7.5 + float4 _ClipCameraPos = mul(UNITY_MATRIX_VP, float4(_WorldSpaceCameraPos.xyz, 1)); + //v.2.0.7 + #if defined(UNITY_REVERSED_Z) + //v.2.0.4.2 (DX) + _Offset_Z = _Offset_Z * -0.01; + #else + //OpenGL + _Offset_Z = _Offset_Z * 0.01; + #endif +//v2.0.4 +#ifdef _OUTLINE_NML + //v.2.0.4.3 baked Normal Texture for Outline + o.pos = UnityObjectToClipPos(lerp(float4(v.vertex.xyz + v.normal*Set_Outline_Width,1), float4(v.vertex.xyz + _BakedNormalDir*Set_Outline_Width,1),_Is_BakedNormal)); +#elif _OUTLINE_POS + Set_Outline_Width = Set_Outline_Width*2; + float signVar = dot(normalize(v.vertex),normalize(v.normal))<0 ? -1 : 1; + o.pos = UnityObjectToClipPos(float4(v.vertex.xyz + signVar*normalize(v.vertex)*Set_Outline_Width, 1)); +#endif + //v.2.0.7.5 + o.pos.z = o.pos.z + _Offset_Z * _ClipCameraPos.z; + return o; + } +#ifdef TESSELLATION_ON +#ifdef UNITY_CAN_COMPILE_TESSELLATION + // tessellation domain shader + [UNITY_domain("tri")] + VertexOutput ds_surf(UnityTessellationFactors tessFactors, const OutputPatch vi, float3 bary : SV_DomainLocation) + { + VertexInput v = _ds_VertexInput(tessFactors, vi, bary); + return vert(v); + } +#endif // UNITY_CAN_COMPILE_TESSELLATION +#endif // TESSELLATION_ON + float4 frag(VertexOutput i) : SV_Target{ + //v.2.0.5 + _Color = _BaseColor; + float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); + //v.2.0.7.5 + half3 ambientSkyColor = unity_AmbientSky.rgb>0.05 ? unity_AmbientSky.rgb*_Unlit_Intensity : half3(0.05,0.05,0.05)*_Unlit_Intensity; + float3 lightColor = _LightColor0.rgb >0.05 ? _LightColor0.rgb : ambientSkyColor.rgb; + float lightColorIntensity = (0.299*lightColor.r + 0.587*lightColor.g + 0.114*lightColor.b); + lightColor = lightColorIntensity<1 ? lightColor : lightColor/lightColorIntensity; + lightColor = lerp(half3(1.0,1.0,1.0), lightColor, _Is_LightColor_Outline); + float2 Set_UV0 = i.uv0; + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(Set_UV0, _MainTex)); + float3 Set_BaseColor = _BaseColor.rgb*_MainTex_var.rgb; + float3 _Is_BlendBaseColor_var = lerp( _Outline_Color.rgb*lightColor, (_Outline_Color.rgb*Set_BaseColor*Set_BaseColor*lightColor), _Is_BlendBaseColor ); + // + float3 _OutlineTex_var = tex2D(_OutlineTex,TRANSFORM_TEX(Set_UV0, _OutlineTex)); +//v.2.0.7.5 +#ifdef _IS_OUTLINE_CLIPPING_NO + float3 Set_Outline_Color = lerp(_Is_BlendBaseColor_var, _OutlineTex_var.rgb*_Outline_Color.rgb*lightColor, _Is_OutlineTex ); + return float4(Set_Outline_Color,1.0); +#elif _IS_OUTLINE_CLIPPING_YES + float4 _ClippingMask_var = tex2D(_ClippingMask,TRANSFORM_TEX(Set_UV0, _ClippingMask)); + float Set_MainTexAlpha = _MainTex_var.a; + float _IsBaseMapAlphaAsClippingMask_var = lerp( _ClippingMask_var.r, Set_MainTexAlpha, _IsBaseMapAlphaAsClippingMask ); + float _Inverse_Clipping_var = lerp( _IsBaseMapAlphaAsClippingMask_var, (1.0 - _IsBaseMapAlphaAsClippingMask_var), _Inverse_Clipping ); + float Set_Clipping = saturate((_Inverse_Clipping_var+_Clipping_Level)); + clip(Set_Clipping - 0.5); + float4 Set_Outline_Color = lerp( float4(_Is_BlendBaseColor_var,Set_Clipping), float4((_OutlineTex_var.rgb*_Outline_Color.rgb*lightColor),Set_Clipping), _Is_OutlineTex ); + return Set_Outline_Color; +#endif + } +// UCTS_Outline_Tess.cginc ここまで. diff --git a/Assets/Picola/Toon/Shader/Tess/UCTS_Outline_Tess.cginc.meta b/Assets/Picola/Toon/Shader/Tess/UCTS_Outline_Tess.cginc.meta new file mode 100644 index 00000000..ac1dbec3 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/UCTS_Outline_Tess.cginc.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: c139664fde6401f45a09b0f32279484b +timeCreated: 1518248457 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/UCTS_Outline_Tess.cginc + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/UCTS_ShadingGradeMap_tess.cginc b/Assets/Picola/Toon/Shader/Tess/UCTS_ShadingGradeMap_tess.cginc new file mode 100644 index 00000000..59697de9 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/UCTS_ShadingGradeMap_tess.cginc @@ -0,0 +1,506 @@ +//UCTS_ShadingGradeMap_Tess.cginc +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +//#pragma multi_compile _IS_TRANSCLIPPING_OFF _IS_TRANSCLIPPING_ON +//#pragma multi_compile _IS_ANGELRING_OFF _IS_ANGELRING_ON +//#pragma multi_compile _IS_PASS_FWDBASE _IS_PASS_FWDDELTA +//#include "UCTS_ShadingGradeMap.cginc" +// ※Tessellation対応 +// 対応部分のコードは、Nora氏の https://github.com/Stereoarts/UnityChanToonShaderVer2_Tess を参考にしました. +// + + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float4 _BaseColor; + //v.2.0.5 + uniform float4 _Color; + uniform fixed _Use_BaseAs1st; + uniform fixed _Use_1stAs2nd; + // + uniform fixed _Is_LightColor_Base; + uniform sampler2D _1st_ShadeMap; uniform float4 _1st_ShadeMap_ST; + uniform float4 _1st_ShadeColor; + uniform fixed _Is_LightColor_1st_Shade; + uniform sampler2D _2nd_ShadeMap; uniform float4 _2nd_ShadeMap_ST; + uniform float4 _2nd_ShadeColor; + uniform fixed _Is_LightColor_2nd_Shade; + uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST; + uniform fixed _Is_NormalMapToBase; + uniform fixed _Set_SystemShadowsToBase; + uniform float _Tweak_SystemShadowsLevel; + uniform sampler2D _ShadingGradeMap; uniform float4 _ShadingGradeMap_ST; + //v.2.0.6 + uniform float _Tweak_ShadingGradeMapLevel; + uniform fixed _BlurLevelSGM; + // + uniform float _1st_ShadeColor_Step; + uniform float _1st_ShadeColor_Feather; + uniform float _2nd_ShadeColor_Step; + uniform float _2nd_ShadeColor_Feather; + uniform float4 _HighColor; + uniform sampler2D _HighColor_Tex; uniform float4 _HighColor_Tex_ST; + uniform fixed _Is_LightColor_HighColor; + uniform fixed _Is_NormalMapToHighColor; + uniform float _HighColor_Power; + uniform fixed _Is_SpecularToHighColor; + uniform fixed _Is_BlendAddToHiColor; + uniform fixed _Is_UseTweakHighColorOnShadow; + uniform float _TweakHighColorOnShadow; + uniform sampler2D _Set_HighColorMask; uniform float4 _Set_HighColorMask_ST; + uniform float _Tweak_HighColorMaskLevel; + uniform fixed _RimLight; + uniform float4 _RimLightColor; + uniform fixed _Is_LightColor_RimLight; + uniform fixed _Is_NormalMapToRimLight; + uniform float _RimLight_Power; + uniform float _RimLight_InsideMask; + uniform fixed _RimLight_FeatherOff; + uniform fixed _LightDirection_MaskOn; + uniform float _Tweak_LightDirection_MaskLevel; + uniform fixed _Add_Antipodean_RimLight; + uniform float4 _Ap_RimLightColor; + uniform fixed _Is_LightColor_Ap_RimLight; + uniform float _Ap_RimLight_Power; + uniform fixed _Ap_RimLight_FeatherOff; + uniform sampler2D _Set_RimLightMask; uniform float4 _Set_RimLightMask_ST; + uniform float _Tweak_RimLightMaskLevel; + uniform fixed _MatCap; + uniform sampler2D _MatCap_Sampler; uniform float4 _MatCap_Sampler_ST; + uniform float4 _MatCapColor; + uniform fixed _Is_LightColor_MatCap; + uniform fixed _Is_BlendAddToMatCap; + uniform float _Tweak_MatCapUV; + uniform float _Rotate_MatCapUV; + uniform fixed _Is_NormalMapForMatCap; + uniform sampler2D _NormalMapForMatCap; uniform float4 _NormalMapForMatCap_ST; + uniform float _Rotate_NormalMapForMatCapUV; + uniform fixed _Is_UseTweakMatCapOnShadow; + uniform float _TweakMatCapOnShadow; + //MatcapMask + uniform sampler2D _Set_MatcapMask; uniform float4 _Set_MatcapMask_ST; + uniform float _Tweak_MatcapMaskLevel; + //v.2.0.5 + uniform fixed _Is_Ortho; + //v.2.0.6 + uniform float _CameraRolling_Stabilizer; + uniform fixed _BlurLevelMatcap; + uniform fixed _Inverse_MatcapMask; + uniform float _BumpScale; + uniform float _BumpScaleMatcap; + //Emissive + uniform sampler2D _Emissive_Tex; uniform float4 _Emissive_Tex_ST; + uniform float4 _Emissive_Color; + //v.2.0.7 + uniform fixed _Is_ViewCoord_Scroll; + uniform float _Rotate_EmissiveUV; + uniform float _Base_Speed; + uniform float _Scroll_EmissiveU; + uniform float _Scroll_EmissiveV; + uniform fixed _Is_PingPong_Base; + uniform float4 _ColorShift; + uniform float4 _ViewShift; + uniform float _ColorShift_Speed; + uniform fixed _Is_ColorShift; + uniform fixed _Is_ViewShift; + uniform float3 emissive; + // + uniform float _Unlit_Intensity; + //v.2.0.5 + uniform fixed _Is_Filter_HiCutPointLightColor; + uniform fixed _Is_Filter_LightColor; + //v.2.0.4.4 + uniform float _StepOffset; + uniform fixed _Is_BLD; + uniform float _Offset_X_Axis_BLD; + uniform float _Offset_Y_Axis_BLD; + uniform fixed _Inverse_Z_Axis_BLD; +//v.2.0.4 +#ifdef _IS_TRANSCLIPPING_OFF +// +#elif _IS_TRANSCLIPPING_ON + uniform sampler2D _ClippingMask; uniform float4 _ClippingMask_ST; + uniform fixed _IsBaseMapAlphaAsClippingMask; + uniform float _Clipping_Level; + uniform fixed _Inverse_Clipping; + uniform float _Tweak_transparency; +#endif + + // UV回転をする関数:RotateUV() + //float2 rotatedUV = RotateUV(i.uv0, (_angular_Verocity*3.141592654), float2(0.5, 0.5), _Time.g); + float2 RotateUV(float2 _uv, float _radian, float2 _piv, float _time) + { + float RotateUV_ang = _radian; + float RotateUV_cos = cos(_time*RotateUV_ang); + float RotateUV_sin = sin(_time*RotateUV_ang); + return (mul(_uv - _piv, float2x2( RotateUV_cos, -RotateUV_sin, RotateUV_sin, RotateUV_cos)) + _piv); + } + // + fixed3 DecodeLightProbe( fixed3 N ){ + return ShadeSH9(float4(N,1)); + } + + uniform float _GI_Intensity; +//v.2.0.4 +#ifdef _IS_ANGELRING_OFF +// +#elif _IS_ANGELRING_ON + uniform fixed _AngelRing; + uniform sampler2D _AngelRing_Sampler; uniform float4 _AngelRing_Sampler_ST; + uniform float4 _AngelRing_Color; + uniform fixed _Is_LightColor_AR; + uniform float _AR_OffsetU; + uniform float _AR_OffsetV; + uniform fixed _ARSampler_AlphaOn; + +#endif + +//Tessellation OFF +#ifndef TESSELLATION_ON + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; +//v.2.0.4 +#ifdef _IS_ANGELRING_OFF +// +#elif _IS_ANGELRING_ON + float2 texcoord1 : TEXCOORD1; +#endif + }; +#endif + + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; +//v.2.0.4 +#ifdef _IS_ANGELRING_OFF + float4 posWorld : TEXCOORD1; + float3 normalDir : TEXCOORD2; + float3 tangentDir : TEXCOORD3; + float3 bitangentDir : TEXCOORD4; + //v.2.0.7 + float mirrorFlag : TEXCOORD5; + LIGHTING_COORDS(6,7) + UNITY_FOG_COORDS(8) + // +#elif _IS_ANGELRING_ON + float2 uv1 : TEXCOORD1; + float4 posWorld : TEXCOORD2; + float3 normalDir : TEXCOORD3; + float3 tangentDir : TEXCOORD4; + float3 bitangentDir : TEXCOORD5; + //v.2.0.7 + float mirrorFlag : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + // +#endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; +//v.2.0.4 +#ifdef _IS_ANGELRING_OFF +// +#elif _IS_ANGELRING_ON + o.uv1 = v.texcoord1; +#endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos( v.vertex ); + //v.2.0.7 鏡の中判定(右手座標系か、左手座標系かの判定)o.mirrorFlag = -1 なら鏡の中. + float3 crossFwd = cross(UNITY_MATRIX_V[0], UNITY_MATRIX_V[1]); + o.mirrorFlag = dot(crossFwd, UNITY_MATRIX_V[2]) < 0 ? 1 : -1; + // + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + +//Tessellation ON +#ifdef TESSELLATION_ON +#ifdef UNITY_CAN_COMPILE_TESSELLATION + // tessellation domain shader + [UNITY_domain("tri")] + VertexOutput ds_surf(UnityTessellationFactors tessFactors, const OutputPatch vi, float3 bary : SV_DomainLocation) + { + VertexInput v = _ds_VertexInput(tessFactors, vi, bary); + return vert(v); + } +#endif // UNITY_CAN_COMPILE_TESSELLATION +#endif // TESSELLATION_ON + + float4 frag(VertexOutput i, fixed facing : VFACE) : SV_TARGET { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float2 Set_UV0 = i.uv0; + //v.2.0.6 + float3 _NormalMap_var = UnpackScaleNormal(tex2D(_NormalMap,TRANSFORM_TEX(Set_UV0, _NormalMap)), _BumpScale); + float3 normalLocal = _NormalMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(Set_UV0, _MainTex)); +//v.2.0.4 +#ifdef _IS_TRANSCLIPPING_OFF +// +#elif _IS_TRANSCLIPPING_ON + float4 _ClippingMask_var = tex2D(_ClippingMask,TRANSFORM_TEX(Set_UV0, _ClippingMask)); + float Set_MainTexAlpha = _MainTex_var.a; + float _IsBaseMapAlphaAsClippingMask_var = lerp( _ClippingMask_var.r, Set_MainTexAlpha, _IsBaseMapAlphaAsClippingMask ); + float _Inverse_Clipping_var = lerp( _IsBaseMapAlphaAsClippingMask_var, (1.0 - _IsBaseMapAlphaAsClippingMask_var), _Inverse_Clipping ); + float Set_Clipping = saturate((_Inverse_Clipping_var+_Clipping_Level)); + clip(Set_Clipping - 0.5); +#endif + + UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz); + +//v.2.0.4 +#ifdef _IS_PASS_FWDBASE + float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz); + //v.2.0.5 + float3 defaultLightColor = saturate(max(half3(0.05,0.05,0.05)*_Unlit_Intensity,max(ShadeSH9(half4(0.0, 0.0, 0.0, 1.0)),ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)).rgb)*_Unlit_Intensity)); + float3 customLightDirection = normalize(mul( unity_ObjectToWorld, float4(((float3(1.0,0.0,0.0)*_Offset_X_Axis_BLD*10)+(float3(0.0,1.0,0.0)*_Offset_Y_Axis_BLD*10)+(float3(0.0,0.0,-1.0)*lerp(-1.0,1.0,_Inverse_Z_Axis_BLD))),0)).xyz); + float3 lightDirection = normalize(lerp(defaultLightDirection,_WorldSpaceLightPos0.xyz,any(_WorldSpaceLightPos0.xyz))); + lightDirection = lerp(lightDirection, customLightDirection, _Is_BLD); + //v.2.0.5: + float3 lightColor = lerp(max(defaultLightColor,_LightColor0.rgb),max(defaultLightColor,saturate(_LightColor0.rgb)),_Is_Filter_LightColor); +#elif _IS_PASS_FWDDELTA + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + //v.2.0.5: + float3 addPassLightColor = (0.5*dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToBase ), lightDirection)+0.5) * _LightColor0.rgb * attenuation; + float pureIntencity = max(0.001,(0.299*_LightColor0.r + 0.587*_LightColor0.g + 0.114*_LightColor0.b)); + float3 lightColor = max(0, lerp(addPassLightColor, lerp(0,min(addPassLightColor,addPassLightColor/pureIntencity),_WorldSpaceLightPos0.w),_Is_Filter_LightColor)); +#endif +////// Lighting: + float3 halfDirection = normalize(viewDirection+lightDirection); + //v.2.0.5 + _Color = _BaseColor; + +#ifdef _IS_PASS_FWDBASE + float3 Set_LightColor = lightColor.rgb; + float3 Set_BaseColor = lerp( (_MainTex_var.rgb*_BaseColor.rgb), ((_MainTex_var.rgb*_BaseColor.rgb)*Set_LightColor), _Is_LightColor_Base ); + //v.2.0.5 + float4 _1st_ShadeMap_var = lerp(tex2D(_1st_ShadeMap,TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)),_MainTex_var,_Use_BaseAs1st); + float3 _Is_LightColor_1st_Shade_var = lerp( (_1st_ShadeMap_var.rgb*_1st_ShadeColor.rgb), ((_1st_ShadeMap_var.rgb*_1st_ShadeColor.rgb)*Set_LightColor), _Is_LightColor_1st_Shade ); + float _HalfLambert_var = 0.5*dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToBase ),lightDirection)+0.5; // Half Lambert + //v.2.0.6 + float4 _ShadingGradeMap_var = tex2Dlod(_ShadingGradeMap,float4(TRANSFORM_TEX(Set_UV0, _ShadingGradeMap),0.0,_BlurLevelSGM)); + //v.2.0.6 + //Minmimum value is same as the Minimum Feather's value with the Minimum Step's value as threshold. + float _SystemShadowsLevel_var = (attenuation*0.5)+0.5+_Tweak_SystemShadowsLevel > 0.001 ? (attenuation*0.5)+0.5+_Tweak_SystemShadowsLevel : 0.0001; + float _ShadingGradeMapLevel_var = _ShadingGradeMap_var.r < 0.95 ? _ShadingGradeMap_var.r+_Tweak_ShadingGradeMapLevel : 1; + float Set_ShadingGrade = saturate(_ShadingGradeMapLevel_var)*lerp( _HalfLambert_var, (_HalfLambert_var*saturate(_SystemShadowsLevel_var)), _Set_SystemShadowsToBase ); + // + float Set_FinalShadowMask = saturate((1.0 + ( (Set_ShadingGrade - (_1st_ShadeColor_Step-_1st_ShadeColor_Feather)) * (0.0 - 1.0) ) / (_1st_ShadeColor_Step - (_1st_ShadeColor_Step-_1st_ShadeColor_Feather)))); // Base and 1st Shade Mask + float3 _BaseColor_var = lerp(Set_BaseColor,_Is_LightColor_1st_Shade_var,Set_FinalShadowMask); + //v.2.0.5 + float4 _2nd_ShadeMap_var = lerp(tex2D(_2nd_ShadeMap,TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)),_1st_ShadeMap_var,_Use_1stAs2nd); + float Set_ShadeShadowMask = saturate((1.0 + ( (Set_ShadingGrade - (_2nd_ShadeColor_Step-_2nd_ShadeColor_Feather)) * (0.0 - 1.0) ) / (_2nd_ShadeColor_Step - (_2nd_ShadeColor_Step-_2nd_ShadeColor_Feather)))); // 1st and 2nd Shades Mask + //Composition: 3 Basic Colors as Set_FinalBaseColor + float3 Set_FinalBaseColor = lerp(_BaseColor_var,lerp(_Is_LightColor_1st_Shade_var,lerp( (_2nd_ShadeMap_var.rgb*_2nd_ShadeColor.rgb), ((_2nd_ShadeMap_var.rgb*_2nd_ShadeColor.rgb)*Set_LightColor), _Is_LightColor_2nd_Shade ),Set_ShadeShadowMask),Set_FinalShadowMask); + float4 _Set_HighColorMask_var = tex2D(_Set_HighColorMask,TRANSFORM_TEX(Set_UV0, _Set_HighColorMask)); + float _Specular_var = 0.5*dot(halfDirection,lerp( i.normalDir, normalDirection, _Is_NormalMapToHighColor ))+0.5; // Specular + float _TweakHighColorMask_var = (saturate((_Set_HighColorMask_var.g+_Tweak_HighColorMaskLevel))*lerp( (1.0 - step(_Specular_var,(1.0 - pow(_HighColor_Power,5)))), pow(_Specular_var,exp2(lerp(11,1,_HighColor_Power))), _Is_SpecularToHighColor )); + float4 _HighColor_Tex_var = tex2D(_HighColor_Tex,TRANSFORM_TEX(Set_UV0, _HighColor_Tex)); + float3 _HighColor_var = (lerp( (_HighColor_Tex_var.rgb*_HighColor.rgb), ((_HighColor_Tex_var.rgb*_HighColor.rgb)*Set_LightColor), _Is_LightColor_HighColor )*_TweakHighColorMask_var); + //Composition: 3 Basic Colors and HighColor as Set_HighColor + float3 Set_HighColor = (lerp( saturate((Set_FinalBaseColor-_TweakHighColorMask_var)), Set_FinalBaseColor, lerp(_Is_BlendAddToHiColor,1.0,_Is_SpecularToHighColor) )+lerp( _HighColor_var, (_HighColor_var*((1.0 - Set_FinalShadowMask)+(Set_FinalShadowMask*_TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow )); + float4 _Set_RimLightMask_var = tex2D(_Set_RimLightMask,TRANSFORM_TEX(Set_UV0, _Set_RimLightMask)); + float3 _Is_LightColor_RimLight_var = lerp( _RimLightColor.rgb, (_RimLightColor.rgb*Set_LightColor), _Is_LightColor_RimLight ); + float _RimArea_var = (1.0 - dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToRimLight ),viewDirection)); + float _RimLightPower_var = pow(_RimArea_var,exp2(lerp(3,0,_RimLight_Power))); + float _Rimlight_InsideMask_var = saturate(lerp( (0.0 + ( (_RimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0) ) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask,_RimLightPower_var), _RimLight_FeatherOff )); + float _VertHalfLambert_var = 0.5*dot(i.normalDir,lightDirection)+0.5; + float3 _LightDirection_MaskOn_var = lerp( (_Is_LightColor_RimLight_var*_Rimlight_InsideMask_var), (_Is_LightColor_RimLight_var*saturate((_Rimlight_InsideMask_var-((1.0 - _VertHalfLambert_var)+_Tweak_LightDirection_MaskLevel)))), _LightDirection_MaskOn ); + float _ApRimLightPower_var = pow(_RimArea_var,exp2(lerp(3,0,_Ap_RimLight_Power))); + float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g+_Tweak_RimLightMaskLevel))*lerp( _LightDirection_MaskOn_var, (_LightDirection_MaskOn_var+(lerp( _Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb*Set_LightColor), _Is_LightColor_Ap_RimLight )*saturate((lerp( (0.0 + ( (_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0) ) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask,_ApRimLightPower_var), _Ap_RimLight_FeatherOff )-(saturate(_VertHalfLambert_var)+_Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight )); + //Composition: HighColor and RimLight as _RimLight_var + float3 _RimLight_var = lerp( Set_HighColor, (Set_HighColor+Set_RimLight), _RimLight ); + //Matcap + //v.2.0.6 : CameraRolling Stabilizer + //鏡スクリプト判定:_sign_Mirror = -1 なら、鏡の中と判定. + //v.2.0.7 + fixed _sign_Mirror = i.mirrorFlag; + // + float3 _Camera_Right = UNITY_MATRIX_V[0].xyz; + float3 _Camera_Front = UNITY_MATRIX_V[2].xyz; + float3 _Up_Unit = float3(0, 1, 0); + float3 _Right_Axis = cross(_Camera_Front, _Up_Unit); + //鏡の中なら反転. + if(_sign_Mirror < 0){ + _Right_Axis = -1 * _Right_Axis; + _Rotate_MatCapUV = -1 * _Rotate_MatCapUV; + }else{ + _Right_Axis = _Right_Axis; + } + float _Camera_Right_Magnitude = sqrt(_Camera_Right.x*_Camera_Right.x + _Camera_Right.y*_Camera_Right.y + _Camera_Right.z*_Camera_Right.z); + float _Right_Axis_Magnitude = sqrt(_Right_Axis.x*_Right_Axis.x + _Right_Axis.y*_Right_Axis.y + _Right_Axis.z*_Right_Axis.z); + float _Camera_Roll_Cos = dot(_Right_Axis, _Camera_Right) / (_Right_Axis_Magnitude * _Camera_Right_Magnitude); + float _Camera_Roll = acos(clamp(_Camera_Roll_Cos, -1, 1)); + fixed _Camera_Dir = _Camera_Right.y < 0 ? -1 : 1; + float _Rot_MatCapUV_var_ang = (_Rotate_MatCapUV*3.141592654) - _Camera_Dir*_Camera_Roll*_CameraRolling_Stabilizer; + //v.2.0.7 + float2 _Rot_MatCapNmUV_var = RotateUV(Set_UV0, (_Rotate_NormalMapForMatCapUV*3.141592654), float2(0.5, 0.5), 1.0); + //V.2.0.6 + float3 _NormalMapForMatCap_var = UnpackScaleNormal(tex2D(_NormalMapForMatCap,TRANSFORM_TEX(_Rot_MatCapNmUV_var, _NormalMapForMatCap)),_BumpScaleMatcap); + //v.2.0.5: MatCap with camera skew correction + float3 viewNormal = (mul(UNITY_MATRIX_V, float4(lerp( i.normalDir, mul( _NormalMapForMatCap_var.rgb, tangentTransform ).rgb, _Is_NormalMapForMatCap ),0))).rgb; + float3 NormalBlend_MatcapUV_Detail = viewNormal.rgb * float3(-1,-1,1); + float3 NormalBlend_MatcapUV_Base = (mul( UNITY_MATRIX_V, float4(viewDirection,0) ).rgb*float3(-1,-1,1)) + float3(0,0,1); + float3 noSknewViewNormal = NormalBlend_MatcapUV_Base*dot(NormalBlend_MatcapUV_Base, NormalBlend_MatcapUV_Detail)/NormalBlend_MatcapUV_Base.b - NormalBlend_MatcapUV_Detail; + float2 _ViewNormalAsMatCapUV = (lerp(noSknewViewNormal,viewNormal,_Is_Ortho).rg*0.5)+0.5; + //v.2.0.7 + float2 _Rot_MatCapUV_var = RotateUV((0.0 + ((_ViewNormalAsMatCapUV - (0.0+_Tweak_MatCapUV)) * (1.0 - 0.0) ) / ((1.0-_Tweak_MatCapUV) - (0.0+_Tweak_MatCapUV))), _Rot_MatCapUV_var_ang, float2(0.5, 0.5), 1.0); + //鏡の中ならUV左右反転. + if(_sign_Mirror < 0){ + _Rot_MatCapUV_var.x = 1-_Rot_MatCapUV_var.x; + }else{ + _Rot_MatCapUV_var = _Rot_MatCapUV_var; + } + //v.2.0.6 : LOD of Matcap + float4 _MatCap_Sampler_var = tex2Dlod(_MatCap_Sampler,float4(TRANSFORM_TEX(_Rot_MatCapUV_var, _MatCap_Sampler),0.0,_BlurLevelMatcap)); + // + //MatcapMask + float4 _Set_MatcapMask_var = tex2D(_Set_MatcapMask,TRANSFORM_TEX(Set_UV0, _Set_MatcapMask)); + float _Tweak_MatcapMaskLevel_var = saturate(lerp(_Set_MatcapMask_var.g, (1.0 - _Set_MatcapMask_var.g), _Inverse_MatcapMask) + _Tweak_MatcapMaskLevel); + // + float3 _Is_LightColor_MatCap_var = lerp( (_MatCap_Sampler_var.rgb*_MatCapColor.rgb), ((_MatCap_Sampler_var.rgb*_MatCapColor.rgb)*Set_LightColor), _Is_LightColor_MatCap ); + //v.2.0.6 : ShadowMask on Matcap in Blend mode : multiply + float3 Set_MatCap = lerp( _Is_LightColor_MatCap_var, (_Is_LightColor_MatCap_var*((1.0 - Set_FinalShadowMask)+(Set_FinalShadowMask*_TweakMatCapOnShadow)) + lerp(Set_HighColor*Set_FinalShadowMask*(1.0-_TweakMatCapOnShadow), float3(0.0, 0.0, 0.0), _Is_BlendAddToMatCap)), _Is_UseTweakMatCapOnShadow ); + // + //v.2.0.6 + //Composition: RimLight and MatCap as finalColor + //Broke down finalColor composition + float3 matCapColorOnAddMode = _RimLight_var+Set_MatCap*_Tweak_MatcapMaskLevel_var; + float _Tweak_MatcapMaskLevel_var_MultiplyMode = _Tweak_MatcapMaskLevel_var * lerp (1.0, (1.0 - (Set_FinalShadowMask)*(1.0 - _TweakMatCapOnShadow)), _Is_UseTweakMatCapOnShadow); + float3 matCapColorOnMultiplyMode = Set_HighColor*(1-_Tweak_MatcapMaskLevel_var_MultiplyMode) + Set_HighColor*Set_MatCap*_Tweak_MatcapMaskLevel_var_MultiplyMode + lerp(float3(0,0,0),Set_RimLight,_RimLight); + float3 matCapColorFinal = lerp(matCapColorOnMultiplyMode, matCapColorOnAddMode, _Is_BlendAddToMatCap); +//v.2.0.4 +#ifdef _IS_ANGELRING_OFF + float3 finalColor = lerp(_RimLight_var, matCapColorFinal, _MatCap);// Final Composition before Emissive + // +#elif _IS_ANGELRING_ON + float3 finalColor = lerp(_RimLight_var, matCapColorFinal, _MatCap);// Final Composition before AR + //v.2.0.7 AR Camera Rolling Stabilizer + float3 _AR_OffsetU_var = lerp(mul(UNITY_MATRIX_V, float4(i.normalDir,0)).xyz,float3(0,0,1),_AR_OffsetU); + float2 AR_VN = _AR_OffsetU_var.xy*0.5 + float2(0.5,0.5); + float2 AR_VN_Rotate = RotateUV(AR_VN, -(_Camera_Dir*_Camera_Roll), float2(0.5,0.5), 1.0); + float2 _AR_OffsetV_var = float2(AR_VN_Rotate.x, lerp(i.uv1.y, AR_VN_Rotate.y, _AR_OffsetV)); + float4 _AngelRing_Sampler_var = tex2D(_AngelRing_Sampler,TRANSFORM_TEX(_AR_OffsetV_var, _AngelRing_Sampler)); + float3 _Is_LightColor_AR_var = lerp( (_AngelRing_Sampler_var.rgb*_AngelRing_Color.rgb), ((_AngelRing_Sampler_var.rgb*_AngelRing_Color.rgb)*Set_LightColor), _Is_LightColor_AR ); + float3 Set_AngelRing = _Is_LightColor_AR_var; + float Set_ARtexAlpha = _AngelRing_Sampler_var.a; + float3 Set_AngelRingWithAlpha = (_Is_LightColor_AR_var*_AngelRing_Sampler_var.a); + //Composition: MatCap and AngelRing as finalColor + finalColor = lerp(finalColor, lerp( (finalColor+Set_AngelRing), ((finalColor*(1.0 - Set_ARtexAlpha))+Set_AngelRingWithAlpha), _ARSampler_AlphaOn ), _AngelRing );// Final Composition before Emissive +#endif +//v.2.0.7 +#ifdef _EMISSIVE_SIMPLE + float4 _Emissive_Tex_var = tex2D(_Emissive_Tex,TRANSFORM_TEX(Set_UV0, _Emissive_Tex)); + float emissiveMask = _Emissive_Tex_var.a; + emissive = _Emissive_Tex_var.rgb * _Emissive_Color.rgb * emissiveMask; +#elif _EMISSIVE_ANIMATION + //v.2.0.7 Calculation View Coord UV for Scroll + float3 viewNormal_Emissive = (mul(UNITY_MATRIX_V, float4(i.normalDir,0))).xyz; + float3 NormalBlend_Emissive_Detail = viewNormal_Emissive * float3(-1,-1,1); + float3 NormalBlend_Emissive_Base = (mul( UNITY_MATRIX_V, float4(viewDirection,0)).xyz*float3(-1,-1,1)) + float3(0,0,1); + float3 noSknewViewNormal_Emissive = NormalBlend_Emissive_Base*dot(NormalBlend_Emissive_Base, NormalBlend_Emissive_Detail)/NormalBlend_Emissive_Base.z - NormalBlend_Emissive_Detail; + float2 _ViewNormalAsEmissiveUV = noSknewViewNormal_Emissive.xy*0.5+0.5; + float2 _ViewCoord_UV = RotateUV(_ViewNormalAsEmissiveUV, -(_Camera_Dir*_Camera_Roll), float2(0.5,0.5), 1.0); + //鏡の中ならUV左右反転. + if(_sign_Mirror < 0){ + _ViewCoord_UV.x = 1-_ViewCoord_UV.x; + }else{ + _ViewCoord_UV = _ViewCoord_UV; + } + float2 emissive_uv = lerp(i.uv0, _ViewCoord_UV, _Is_ViewCoord_Scroll); + // + float4 _time_var = _Time; + float _base_Speed_var = (_time_var.g*_Base_Speed); + float _Is_PingPong_Base_var = lerp(_base_Speed_var, sin(_base_Speed_var), _Is_PingPong_Base ); + float2 scrolledUV = emissive_uv + float2(_Scroll_EmissiveU, _Scroll_EmissiveV)*_Is_PingPong_Base_var; + float rotateVelocity = _Rotate_EmissiveUV*3.141592654; + float2 _rotate_EmissiveUV_var = RotateUV(scrolledUV, rotateVelocity, float2(0.5, 0.5), _Is_PingPong_Base_var); + float4 _Emissive_Tex_var = tex2D(_Emissive_Tex,TRANSFORM_TEX(Set_UV0, _Emissive_Tex)); + float emissiveMask = _Emissive_Tex_var.a; + _Emissive_Tex_var = tex2D(_Emissive_Tex,TRANSFORM_TEX(_rotate_EmissiveUV_var, _Emissive_Tex)); + float _colorShift_Speed_var = 1.0 - cos(_time_var.g*_ColorShift_Speed); + float viewShift_var = smoothstep( 0.0, 1.0, max(0,dot(normalDirection,viewDirection))); + float4 colorShift_Color = lerp(_Emissive_Color, lerp(_Emissive_Color, _ColorShift, _colorShift_Speed_var), _Is_ColorShift); + float4 viewShift_Color = lerp(_ViewShift, colorShift_Color, viewShift_var); + float4 emissive_Color = lerp(colorShift_Color, viewShift_Color, _Is_ViewShift); + emissive = emissive_Color.rgb * _Emissive_Tex_var.rgb * emissiveMask; +#endif +// + //v.2.0.6: GI_Intensity with Intensity Multiplier Filter + float3 envLightColor = DecodeLightProbe(normalDirection) < float3(1,1,1) ? DecodeLightProbe(normalDirection) : float3(1,1,1); + float envLightIntensity = 0.299*envLightColor.r + 0.587*envLightColor.g + 0.114*envLightColor.b <1 ? (0.299*envLightColor.r + 0.587*envLightColor.g + 0.114*envLightColor.b) : 1; + //Final Composition + finalColor = saturate(finalColor) + (envLightColor*envLightIntensity*_GI_Intensity*smoothstep(1,0,envLightIntensity/2)) + emissive; + +#elif _IS_PASS_FWDDELTA + //v.2.0.5 + _1st_ShadeColor_Step = saturate(_1st_ShadeColor_Step + _StepOffset); + _2nd_ShadeColor_Step = saturate(_2nd_ShadeColor_Step + _StepOffset); + // + //v.2.0.5: If Added lights is directional, set 0 as _LightIntensity + float _LightIntensity = lerp(0,(0.299*_LightColor0.r + 0.587*_LightColor0.g + 0.114*_LightColor0.b)*attenuation,_WorldSpaceLightPos0.w) ; + //v.2.0.5: Filtering the high intensity zone of PointLights + float3 Set_LightColor = lerp(lightColor,lerp(lightColor,min(lightColor,_LightColor0.rgb*attenuation*_1st_ShadeColor_Step),_WorldSpaceLightPos0.w),_Is_Filter_HiCutPointLightColor); + // + float3 Set_BaseColor = lerp( (_MainTex_var.rgb*_BaseColor.rgb*_LightIntensity), ((_MainTex_var.rgb*_BaseColor.rgb)*Set_LightColor), _Is_LightColor_Base ); + //v.2.0.5 + float4 _1st_ShadeMap_var = lerp(tex2D(_1st_ShadeMap,TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)),_MainTex_var,_Use_BaseAs1st); + float3 _Is_LightColor_1st_Shade_var = lerp( (_1st_ShadeMap_var.rgb*_1st_ShadeColor.rgb*_LightIntensity), ((_1st_ShadeMap_var.rgb*_1st_ShadeColor.rgb)*Set_LightColor), _Is_LightColor_1st_Shade ); + float _HalfLambert_var = 0.5*dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToBase ),lightDirection)+0.5; // Half Lambert + //v.2.0.6 + float4 _ShadingGradeMap_var = tex2Dlod(_ShadingGradeMap,float4(TRANSFORM_TEX(Set_UV0, _ShadingGradeMap),0.0,_BlurLevelSGM)); + //v.2.0.6 + float _ShadingGradeMapLevel_var = _ShadingGradeMap_var.r < 0.95 ? _ShadingGradeMap_var.r+_Tweak_ShadingGradeMapLevel : 1; + float Set_ShadingGrade = saturate(_ShadingGradeMapLevel_var)*lerp( _HalfLambert_var, (_HalfLambert_var*saturate(1.0+_Tweak_SystemShadowsLevel)), _Set_SystemShadowsToBase ); + // + float Set_FinalShadowMask = saturate((1.0 + ( (Set_ShadingGrade - (_1st_ShadeColor_Step-_1st_ShadeColor_Feather)) * (0.0 - 1.0) ) / (_1st_ShadeColor_Step - (_1st_ShadeColor_Step-_1st_ShadeColor_Feather)))); // Base and 1st Shade Mask + float3 _BaseColor_var = lerp(Set_BaseColor,_Is_LightColor_1st_Shade_var,Set_FinalShadowMask); + //v.2.0.5 + float4 _2nd_ShadeMap_var = lerp(tex2D(_2nd_ShadeMap,TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)),_1st_ShadeMap_var,_Use_1stAs2nd); + float Set_ShadeShadowMask = saturate((1.0 + ( (Set_ShadingGrade - (_2nd_ShadeColor_Step-_2nd_ShadeColor_Feather)) * (0.0 - 1.0) ) / (_2nd_ShadeColor_Step - (_2nd_ShadeColor_Step-_2nd_ShadeColor_Feather)))); // 1st and 2nd Shades Mask + //Composition: 3 Basic Colors as finalColor + float3 finalColor = lerp(_BaseColor_var,lerp(_Is_LightColor_1st_Shade_var,lerp( (_2nd_ShadeMap_var.rgb*_2nd_ShadeColor.rgb*_LightIntensity), ((_2nd_ShadeMap_var.rgb*_2nd_ShadeColor.rgb)*Set_LightColor), _Is_LightColor_2nd_Shade ),Set_ShadeShadowMask),Set_FinalShadowMask); + + //v.2.0.6: Add HighColor if _Is_Filter_HiCutPointLightColor is False + float4 _Set_HighColorMask_var = tex2D(_Set_HighColorMask,TRANSFORM_TEX(Set_UV0, _Set_HighColorMask)); + float _Specular_var = 0.5*dot(halfDirection,lerp( i.normalDir, normalDirection, _Is_NormalMapToHighColor ))+0.5; // Specular + float _TweakHighColorMask_var = (saturate((_Set_HighColorMask_var.g+_Tweak_HighColorMaskLevel))*lerp( (1.0 - step(_Specular_var,(1.0 - pow(_HighColor_Power,5)))), pow(_Specular_var,exp2(lerp(11,1,_HighColor_Power))), _Is_SpecularToHighColor )); + float4 _HighColor_Tex_var = tex2D(_HighColor_Tex,TRANSFORM_TEX(Set_UV0, _HighColor_Tex)); + float3 _HighColor_var = (lerp( (_HighColor_Tex_var.rgb*_HighColor.rgb), ((_HighColor_Tex_var.rgb*_HighColor.rgb)*Set_LightColor), _Is_LightColor_HighColor )*_TweakHighColorMask_var); + finalColor = finalColor + lerp(lerp( _HighColor_var, (_HighColor_var*((1.0 - Set_FinalShadowMask)+(Set_FinalShadowMask*_TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow ),float3(0,0,0),_Is_Filter_HiCutPointLightColor); + // + + finalColor = saturate(finalColor); +#endif + +//v.2.0.4 +#ifdef _IS_TRANSCLIPPING_OFF + #ifdef _IS_PASS_FWDBASE + fixed4 finalRGBA = fixed4(finalColor,1); + #elif _IS_PASS_FWDDELTA + fixed4 finalRGBA = fixed4(finalColor,0); + #endif +#elif _IS_TRANSCLIPPING_ON + float Set_Opacity = saturate((_Inverse_Clipping_var+_Tweak_transparency)); + #ifdef _IS_PASS_FWDBASE + fixed4 finalRGBA = fixed4(finalColor,Set_Opacity); + #elif _IS_PASS_FWDDELTA + fixed4 finalRGBA = fixed4(finalColor * Set_Opacity,0); + #endif +#endif + + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } diff --git a/Assets/Picola/Toon/Shader/Tess/UCTS_ShadingGradeMap_tess.cginc.meta b/Assets/Picola/Toon/Shader/Tess/UCTS_ShadingGradeMap_tess.cginc.meta new file mode 100644 index 00000000..d4dba3e4 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/UCTS_ShadingGradeMap_tess.cginc.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: ad7807131760d5544843d7424e535b75 +timeCreated: 1518248457 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/UCTS_ShadingGradeMap_tess.cginc + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/UCTS_ShadowCaster_Tess.cginc b/Assets/Picola/Toon/Shader/Tess/UCTS_ShadowCaster_Tess.cginc new file mode 100644 index 00000000..3ab29911 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/UCTS_ShadowCaster_Tess.cginc @@ -0,0 +1,105 @@ +//UCTS_ShadowCaster_Tess.cginc +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +//#pragma multi_compile _IS_CLIPPING_OFF _IS_CLIPPING_MODE _IS_CLIPPING_TRANSMODE +// ※Tessellation対応 +// 対応部分のコードは、Nora氏の https://github.com/Stereoarts/UnityChanToonShaderVer2_Tess を参考にしました. +// +#ifdef _IS_CLIPPING_MODE +//_Clipping + uniform sampler2D _ClippingMask; uniform float4 _ClippingMask_ST; + uniform float _Clipping_Level; + uniform fixed _Inverse_Clipping; +#elif _IS_CLIPPING_TRANSMODE +//_TransClipping + uniform sampler2D _ClippingMask; uniform float4 _ClippingMask_ST; + uniform float _Clipping_Level; + uniform fixed _Inverse_Clipping; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform fixed _IsBaseMapAlphaAsClippingMask; +#elif _IS_CLIPPING_OFF +//Default +#endif + +//Tessellation OFF +#ifndef TESSELLATION_ON + struct VertexInput { + float4 vertex : POSITION; +#ifdef _IS_CLIPPING_MODE +//_Clipping + float2 texcoord0 : TEXCOORD0; +#elif _IS_CLIPPING_TRANSMODE +//_TransClipping + float2 texcoord0 : TEXCOORD0; +#elif _IS_CLIPPING_OFF +//Default +#endif + }; +#endif + + struct VertexOutput { + V2F_SHADOW_CASTER; +#ifdef _IS_CLIPPING_MODE +//_Clipping + float2 uv0 : TEXCOORD1; +#elif _IS_CLIPPING_TRANSMODE +//_TransClipping + float2 uv0 : TEXCOORD1; +#elif _IS_CLIPPING_OFF +//Default +#endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; +#ifdef _IS_CLIPPING_MODE +//_Clipping + o.uv0 = v.texcoord0; +#elif _IS_CLIPPING_TRANSMODE +//_TransClipping + o.uv0 = v.texcoord0; +#elif _IS_CLIPPING_OFF +//Default +#endif + o.pos = UnityObjectToClipPos(v.vertex ); + TRANSFER_SHADOW_CASTER(o) + return o; + } + +//Tessellation ON +#ifdef TESSELLATION_ON +#ifdef UNITY_CAN_COMPILE_TESSELLATION + // tessellation domain shader + [UNITY_domain("tri")] + VertexOutput ds_surf(UnityTessellationFactors tessFactors, const OutputPatch vi, float3 bary : SV_DomainLocation) + { + VertexInput v = _ds_VertexInput(tessFactors, vi, bary); + return vert(v); + } +#endif // UNITY_CAN_COMPILE_TESSELLATION +#endif // TESSELLATION_ON + + float4 frag(VertexOutput i) : SV_TARGET { +#ifdef _IS_CLIPPING_MODE +//_Clipping + float2 Set_UV0 = i.uv0; + float4 _ClippingMask_var = tex2D(_ClippingMask,TRANSFORM_TEX(Set_UV0, _ClippingMask)); + float Set_Clipping = saturate((lerp( _ClippingMask_var.r, (1.0 - _ClippingMask_var.r), _Inverse_Clipping )+_Clipping_Level)); + clip(Set_Clipping - 0.5); +#elif _IS_CLIPPING_TRANSMODE +//_TransClipping + float2 Set_UV0 = i.uv0; + float4 _ClippingMask_var = tex2D(_ClippingMask,TRANSFORM_TEX(Set_UV0, _ClippingMask)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(Set_UV0, _MainTex)); + float Set_MainTexAlpha = _MainTex_var.a; + float _IsBaseMapAlphaAsClippingMask_var = lerp( _ClippingMask_var.r, Set_MainTexAlpha, _IsBaseMapAlphaAsClippingMask ); + float _Inverse_Clipping_var = lerp( _IsBaseMapAlphaAsClippingMask_var, (1.0 - _IsBaseMapAlphaAsClippingMask_var), _Inverse_Clipping ); + float Set_Clipping = saturate((_Inverse_Clipping_var+_Clipping_Level)); + clip(Set_Clipping - 0.5); +#elif _IS_CLIPPING_OFF +//Default +#endif + SHADOW_CASTER_FRAGMENT(i) + } diff --git a/Assets/Picola/Toon/Shader/Tess/UCTS_ShadowCaster_Tess.cginc.meta b/Assets/Picola/Toon/Shader/Tess/UCTS_ShadowCaster_Tess.cginc.meta new file mode 100644 index 00000000..a786160d --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/UCTS_ShadowCaster_Tess.cginc.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 6261ac20c5dfa024a98d6ce3921bab70 +timeCreated: 1518248457 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/UCTS_ShadowCaster_Tess.cginc + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Tess/UCTS_Tess.cginc b/Assets/Picola/Toon/Shader/Tess/UCTS_Tess.cginc new file mode 100644 index 00000000..309e91cb --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/UCTS_Tess.cginc @@ -0,0 +1,93 @@ +//UCTS_Tess.cginc +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +// UNITY_SHADER_NO_UPGRADE +#ifndef UCTS_TESS +#define UCTS_TESS + +#ifdef TESSELLATION_ON +#include "HLSLSupport.cginc" // UNITY_CAN_COMPILE_TESSELLATION +#include "Lighting.cginc" // UnityTessellationFactors +#include "Tessellation.cginc" + +#ifdef UNITY_CAN_COMPILE_TESSELLATION + +float _TessPhongStrength; +float _TessEdgeLength; +float _TessExtrusionAmount; + +struct VertexInput +{ + float4 vertex : POSITION; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord0 : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; +}; + +struct InternalTessInterp_VertexInput +{ + float4 vertex : INTERNALTESSPOS; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord0 : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; +}; + +InternalTessInterp_VertexInput tess_VertexInput(VertexInput v) +{ + InternalTessInterp_VertexInput o; + o.vertex = v.vertex; + o.tangent = v.tangent; + o.normal = v.normal; + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + return o; +} + +// tessellation hull constant shader +UnityTessellationFactors hsconst_VertexInput(InputPatch v) +{ + float4 tf = UnityEdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, _TessEdgeLength); + UnityTessellationFactors o; + o.edge[0] = tf.x; + o.edge[1] = tf.y; + o.edge[2] = tf.z; + o.inside = tf.w; + return o; +} + +// tessellation hull shader +[UNITY_domain("tri")] +[UNITY_partitioning("fractional_odd")] +[UNITY_outputtopology("triangle_cw")] +[UNITY_patchconstantfunc("hsconst_VertexInput")] +[UNITY_outputcontrolpoints(3)] +InternalTessInterp_VertexInput hs_VertexInput(InputPatch v, uint id : SV_OutputControlPointID) +{ + return v[id]; +} + +inline VertexInput _ds_VertexInput(UnityTessellationFactors tessFactors, const OutputPatch vi, float3 bary : SV_DomainLocation) +{ + VertexInput v; + v.vertex = vi[0].vertex*bary.x + vi[1].vertex*bary.y + vi[2].vertex*bary.z; + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = v.vertex.xyz - vi[i].normal * (dot(v.vertex.xyz, vi[i].normal) - dot(vi[i].vertex.xyz, vi[i].normal)); + v.vertex.xyz = _TessPhongStrength * (pp[0] * bary.x + pp[1] * bary.y + pp[2] * bary.z) + (1.0f - _TessPhongStrength) * v.vertex.xyz; + v.tangent = vi[0].tangent*bary.x + vi[1].tangent*bary.y + vi[2].tangent*bary.z; + v.normal = vi[0].normal*bary.x + vi[1].normal*bary.y + vi[2].normal*bary.z; + v.vertex.xyz += v.normal.xyz * _TessExtrusionAmount; + v.texcoord0 = vi[0].texcoord0*bary.x + vi[1].texcoord0*bary.y + vi[2].texcoord0*bary.z; + v.texcoord1 = vi[0].texcoord1*bary.x + vi[1].texcoord1*bary.y + vi[2].texcoord1*bary.z; + return v; +} + +#endif // UNITY_CAN_COMPILE_TESSELLATION +#endif // TESSELLATION_ON + +#endif // UCTS_TESS diff --git a/Assets/Picola/Toon/Shader/Tess/UCTS_Tess.cginc.meta b/Assets/Picola/Toon/Shader/Tess/UCTS_Tess.cginc.meta new file mode 100644 index 00000000..f28c1d8c --- /dev/null +++ b/Assets/Picola/Toon/Shader/Tess/UCTS_Tess.cginc.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 13aee1e1f6c49d94fa292dca9910126e +timeCreated: 1518248457 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Tess/UCTS_Tess.cginc + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather.shader b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather.shader new file mode 100644 index 00000000..43b1bd0b --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather.shader @@ -0,0 +1,146 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/ToonColor_DoubleShadeWithFeather" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather/FORWARD" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather/FORWARD_DELTA" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather.shader.meta new file mode 100644 index 00000000..14fd6c93 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 96d4d9f975e6c8849bd1a5c06acfae84 +timeCreated: 1482811030 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping.shader b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping.shader new file mode 100644 index 00000000..54d93d5e --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping.shader @@ -0,0 +1,151 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/ToonColor_DoubleShadeWithFeather_Clipping" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + _Clipping_Level ("Clipping_Level", Range(0, 1)) = 0 + [Toggle(_)] _Inverse_Clipping ("Inverse_Clipping", Float ) = 0 + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0 + _TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 +//MatcapMask + _Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {} + _Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping/FORWARD" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping/FORWARD_DELTA" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping.shader.meta new file mode 100644 index 00000000..eb76d334 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: ccd13b7f8710b264ea8bd3bc4f51f9e4 +timeCreated: 1482812523 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping_StencilMask.shader b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping_StencilMask.shader new file mode 100644 index 00000000..28e9f967 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping_StencilMask.shader @@ -0,0 +1,152 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/ToonColor_DoubleShadeWithFeather_Clipping_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + _Clipping_Level ("Clipping_Level", Range(0, 1)) = 0 + [Toggle(_)] _Inverse_Clipping ("Inverse_Clipping", Float ) = 0 + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0 + _TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 +//MatcapMask + _Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {} + _Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping_StencilMask/FORWARD" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping_StencilMask/FORWARD_DELTA" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping_StencilMask/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping_StencilMask.shader.meta new file mode 100644 index 00000000..25a3151f --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 9c3978743d5db18448a8b945c723a6eb +timeCreated: 1482812523 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping_StencilOut.shader b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping_StencilOut.shader new file mode 100644 index 00000000..8a317f96 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping_StencilOut.shader @@ -0,0 +1,152 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/ToonColor_DoubleShadeWithFeather_Clipping_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + _Clipping_Level ("Clipping_Level", Range(0, 1)) = 0 + [Toggle(_)] _Inverse_Clipping ("Inverse_Clipping", Float ) = 0 + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0 + _TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 +//MatcapMask + _Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {} + _Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping_StencilOut/FORWARD" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping_StencilOut/FORWARD_DELTA" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping_StencilOut/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping_StencilOut.shader.meta new file mode 100644 index 00000000..9d075ebe --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: d7da29588857e774bb0650f1fae494c6 +timeCreated: 1482812523 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_StencilMask.shader b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_StencilMask.shader new file mode 100644 index 00000000..5168bcf3 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_StencilMask.shader @@ -0,0 +1,149 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/ToonColor_DoubleShadeWithFeather_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_StencilMask/FORWARD" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_StencilMask/FORWARD_DELTA" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_StencilMask/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_StencilMask.shader.meta new file mode 100644 index 00000000..30957706 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 315897103223dab42a0746aa65ec251a +timeCreated: 1482811030 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_StencilOut.shader b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_StencilOut.shader new file mode 100644 index 00000000..a61097c9 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_StencilOut.shader @@ -0,0 +1,149 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/ToonColor_DoubleShadeWithFeather_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_StencilOut/FORWARD" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_StencilOut/FORWARD_DELTA" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_StencilOut/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_StencilOut.shader.meta new file mode 100644 index 00000000..23da87ac --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 2e5cc2da6af713844956264245e092e4 +timeCreated: 1482811030 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_TransClipping.shader b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_TransClipping.shader new file mode 100644 index 00000000..f10c2928 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_TransClipping.shader @@ -0,0 +1,153 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/ToonColor_DoubleShadeWithFeather_TransClipping" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping/FORWARD" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping/FORWARD_DELTA" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_TransClipping.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_TransClipping.shader.meta new file mode 100644 index 00000000..73b12b18 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_TransClipping.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 369d674ae1ba36249bb00e2f73b0cd10 +timeCreated: 1483233167 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_TransClipping.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_TransClipping_StencilMask.shader b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_TransClipping_StencilMask.shader new file mode 100644 index 00000000..faac1671 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_TransClipping_StencilMask.shader @@ -0,0 +1,154 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/ToonColor_DoubleShadeWithFeather_TransClipping_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping_StencilMask/FORWARD" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping_StencilMask/FORWARD_DELTA" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping_StencilMask/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_TransClipping_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_TransClipping_StencilMask.shader.meta new file mode 100644 index 00000000..e2db104a --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_TransClipping_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 8600b2bec3ae31145afa80084df20c61 +timeCreated: 1484879354 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_TransClipping_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_TransClipping_StencilOut.shader b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_TransClipping_StencilOut.shader new file mode 100644 index 00000000..992cc50a --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_TransClipping_StencilOut.shader @@ -0,0 +1,154 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/ToonColor_DoubleShadeWithFeather_TransClipping_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping_StencilOut/FORWARD" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping_StencilOut/FORWARD_DELTA" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping_StencilOut/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_TransClipping_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_TransClipping_StencilOut.shader.meta new file mode 100644 index 00000000..31e6dfec --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_TransClipping_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 43d0eeb4c46f52841b0941e99ac9b16b +timeCreated: 1483233167 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_TransClipping_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Transparent.shader b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Transparent.shader new file mode 100644 index 00000000..bc1d634a --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Transparent.shader @@ -0,0 +1,198 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/ToonColor_DoubleShadeWithFeather_Transparent" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [HideInInspector] _Is_UseTweakHighColorOnShadow ("Is_UseTweakHighColorOnShadow", Float ) = 0 + [HideInInspector] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [HideInInspector] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0 + [HideInInspector] _TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0 +//MatcapMask + _Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {} + _Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector] _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "IgnoreProjector"="True" + "Queue"="Transparent" + "RenderType"="Transparent" + } + + //v.2.0.6 + Pass{ + ZWrite ON + ColorMask 0 + } + + //"UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping/FORWARD" + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + //v.2.0.6 + Zwrite Off + ZTest LEqual + // + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_DoubleShadeWithFeather.cginc" + + ENDCG + } + + //UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping/FORWARD" + //UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping/FORWARD_DELTA" + //UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Transparent.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Transparent.shader.meta new file mode 100644 index 00000000..30943c13 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Transparent.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 97b7edb5fc0f5744c9b264c2224a0b1e +timeCreated: 1495243657 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Transparent.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Transparent_StencilOut.shader b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Transparent_StencilOut.shader new file mode 100644 index 00000000..e2b273de --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Transparent_StencilOut.shader @@ -0,0 +1,205 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/ToonColor_DoubleShadeWithFeather_Transparent_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [HideInInspector] _Is_UseTweakHighColorOnShadow ("Is_UseTweakHighColorOnShadow", Float ) = 0 + [HideInInspector] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [HideInInspector] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0 + [HideInInspector] _TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0 +//MatcapMask + _Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {} + _Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector] _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "IgnoreProjector"="True" + "Queue"="Transparent" + "RenderType"="Transparent" + } + + //v.2.0.6 + Pass{ + ZWrite ON + ColorMask 0 + } + + //"UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping/FORWARD" + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + //v.2.0.6 + Zwrite Off + ZTest LEqual + // + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_DoubleShadeWithFeather.cginc" + + ENDCG + } + + //UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping/FORWARD" + //UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping/FORWARD_DELTA" + //UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Transparent_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Transparent_StencilOut.shader.meta new file mode 100644 index 00000000..be10f174 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Transparent_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 3b20fc0febd34f94baf0304bf47841d8 +timeCreated: 1495243657 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_DoubleShadeWithFeather_Transparent_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap.shader b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap.shader new file mode 100644 index 00000000..b3f052ef --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap.shader @@ -0,0 +1,149 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/ToonColor_ShadingGradeMap" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Toon_ShadingGradeMap/FORWARD" + UsePass "UnityChanToonShader/Toon_ShadingGradeMap/FORWARD_DELTA" + UsePass "UnityChanToonShader/Toon_ShadingGradeMap/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap.shader.meta new file mode 100644 index 00000000..6bede84a --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: af8454e09b3a41448a4140e792059446 +timeCreated: 1485041920 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing.shader b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing.shader new file mode 100644 index 00000000..3be081f0 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing.shader @@ -0,0 +1,158 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/AngelRing/ToonColor_ShadingGradeMap" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + ////天使の輪追加プロパティ. + [Toggle(_)] _AngelRing ("AngelRing", Float ) = 0 + _AngelRing_Sampler ("AngelRing_Sampler", 2D) = "black" {} + _AngelRing_Color ("AngelRing_Color", Color) = (1,1,1,1) + [Toggle(_)] _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 + [Toggle(_)] _ARSampler_AlphaOn ("ARSampler_AlphaOn", Float ) = 0 +//ここまで. + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap/FORWARD" + UsePass "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap/FORWARD_DELTA" + UsePass "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing.shader.meta new file mode 100644 index 00000000..9b51a171 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 295fec4a7029edd4eb9522bef07f41ce +timeCreated: 1488638447 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing_StencilOut.shader b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing_StencilOut.shader new file mode 100644 index 00000000..862f6f43 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing_StencilOut.shader @@ -0,0 +1,160 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/AngelRing/ToonColor_ShadingGradeMap_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + ////天使の輪追加プロパティ. + [Toggle(_)] _AngelRing ("AngelRing", Float ) = 0 + _AngelRing_Sampler ("AngelRing_Sampler", 2D) = "black" {} + _AngelRing_Color ("AngelRing_Color", Color) = (1,1,1,1) + [Toggle(_)] _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 + [Toggle(_)] _ARSampler_AlphaOn ("ARSampler_AlphaOn", Float ) = 0 +//ここまで. + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap_StencilOut/FORWARD" + UsePass "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap_StencilOut/FORWARD_DELTA" + UsePass "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap_StencilOut/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing_StencilOut.shader.meta new file mode 100644 index 00000000..8e8dde52 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: e32270aa38f4b664b90f04cc475fdb81 +timeCreated: 1488638448 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing_TransClipping.shader b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing_TransClipping.shader new file mode 100644 index 00000000..e38981a6 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing_TransClipping.shader @@ -0,0 +1,165 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/AngelRing/ToonColor_ShadingGradeMap_TransClipping" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [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" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + ////天使の輪追加プロパティ. + [Toggle(_)] _AngelRing ("AngelRing", Float ) = 0 + _AngelRing_Sampler ("AngelRing_Sampler", 2D) = "black" {} + _AngelRing_Color ("AngelRing_Color", Color) = (1,1,1,1) + [Toggle(_)] _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 + [Toggle(_)] _ARSampler_AlphaOn ("ARSampler_AlphaOn", Float ) = 0 +//ここまで. + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "IgnoreProjector"="True" + "Queue"="Transparent" + "RenderType"="Transparent" + } + + UsePass "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap_TransClipping/FORWARD" + UsePass "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap_TransClipping/FORWARD_DELTA" + UsePass "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap_TransClipping/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing_TransClipping.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing_TransClipping.shader.meta new file mode 100644 index 00000000..2f8cde47 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing_TransClipping.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 29a860a3f3c4cec43ab821338e28eac8 +timeCreated: 1488638447 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing_TransClipping.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing_TransClipping_StencilOut.shader b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing_TransClipping_StencilOut.shader new file mode 100644 index 00000000..740faca0 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing_TransClipping_StencilOut.shader @@ -0,0 +1,165 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/AngelRing/ToonColor_ShadingGradeMap_TransClipping_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + ////天使の輪追加プロパティ. + [Toggle(_)] _AngelRing ("AngelRing", Float ) = 0 + _AngelRing_Sampler ("AngelRing_Sampler", 2D) = "black" {} + _AngelRing_Color ("AngelRing_Color", Color) = (1,1,1,1) + [Toggle(_)] _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 + [Toggle(_)] _ARSampler_AlphaOn ("ARSampler_AlphaOn", Float ) = 0 +//ここまで. + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap_TransClipping_StencilOut/FORWARD" + UsePass "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap_TransClipping_StencilOut/FORWARD_DELTA" + UsePass "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap_TransClipping_StencilOut/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing_TransClipping_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing_TransClipping_StencilOut.shader.meta new file mode 100644 index 00000000..9c757a94 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing_TransClipping_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: d5d9c1f4718235248ad37448b0c74c68 +timeCreated: 1488638448 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_AngelRing_TransClipping_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_StencilMask.shader b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_StencilMask.shader new file mode 100644 index 00000000..d4bc75cb --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_StencilMask.shader @@ -0,0 +1,151 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/ToonColor_ShadingGradeMap_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_StencilMask/FORWARD" + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_StencilMask/FORWARD_DELTA" + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_StencilMask/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_StencilMask.shader.meta new file mode 100644 index 00000000..c8873690 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 6439813c08a1f8947bb0ca6599499dd7 +timeCreated: 1485041920 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_StencilOut.shader b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_StencilOut.shader new file mode 100644 index 00000000..ef5f1df1 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_StencilOut.shader @@ -0,0 +1,151 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/ToonColor_ShadingGradeMap_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_StencilOut/FORWARD" + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_StencilOut/FORWARD_DELTA" + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_StencilOut/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_StencilOut.shader.meta new file mode 100644 index 00000000..a3ff4217 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: b39692f1382224b4cbe21c12ae51c639 +timeCreated: 1485041920 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_TransClipping.shader b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_TransClipping.shader new file mode 100644 index 00000000..57672a90 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_TransClipping.shader @@ -0,0 +1,155 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/ToonColor_ShadingGradeMap_TransClipping" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [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" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0 + _TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 +//MatcapMask + _Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {} + _Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping/FORWARD" + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping/FORWARD_DELTA" + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_TransClipping.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_TransClipping.shader.meta new file mode 100644 index 00000000..94807c45 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_TransClipping.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: cd7e85b59edbb7740841003baeb510b5 +timeCreated: 1485041964 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_TransClipping.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_TransClipping_StencilMask.shader b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_TransClipping_StencilMask.shader new file mode 100644 index 00000000..2aa962c1 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_TransClipping_StencilMask.shader @@ -0,0 +1,156 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/ToonColor_ShadingGradeMap_TransClipping_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping_StencilMask/FORWARD" + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping_StencilMask/FORWARD_DELTA" + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping_StencilMask/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_TransClipping_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_TransClipping_StencilMask.shader.meta new file mode 100644 index 00000000..19f64589 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_TransClipping_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 6b4b6d07944415f44b1fc2f0fc24535f +timeCreated: 1485041964 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_TransClipping_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_TransClipping_StencilOut.shader b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_TransClipping_StencilOut.shader new file mode 100644 index 00000000..05cbe78d --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_TransClipping_StencilOut.shader @@ -0,0 +1,156 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/ToonColor_ShadingGradeMap_TransClipping_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping_StencilOut/FORWARD" + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping_StencilOut/FORWARD_DELTA" + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping_StencilOut/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_TransClipping_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_TransClipping_StencilOut.shader.meta new file mode 100644 index 00000000..0ba0e8f3 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_TransClipping_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 31c75b34739dfc64fb57bf49005e942d +timeCreated: 1485041964 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_TransClipping_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_Transparent.shader b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_Transparent.shader new file mode 100644 index 00000000..0b3a8003 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_Transparent.shader @@ -0,0 +1,200 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/ToonColor_ShadingGradeMap_Transparent" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [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" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [HideInInspector] _Is_UseTweakHighColorOnShadow ("Is_UseTweakHighColorOnShadow", Float ) = 0 + [HideInInspector] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [HideInInspector] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0 + [HideInInspector] _TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0 +//MatcapMask + _Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {} + _Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector] _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "IgnoreProjector"="True" + "Queue"="Transparent" + "RenderType"="Transparent" + } + + //v.2.0.6 + Pass{ + ZWrite ON + ColorMask 0 + } + + //"UnityChanToonShader/Toon_ShadingGradeMap_TransClipping/FORWARD" + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + //v.2.0.6 + Zwrite Off + ZTest LEqual + // + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + + //UsePass "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping/FORWARD" + //UsePass "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping/FORWARD_DELTA" + //UsePass "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_Transparent.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_Transparent.shader.meta new file mode 100644 index 00000000..65721bcd --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_Transparent.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 7737ca8c4e3939f4086a6e08f93c2ebd +timeCreated: 1495243657 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_Transparent.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_Transparent_StencilOut.shader b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_Transparent_StencilOut.shader new file mode 100644 index 00000000..e39ff8a4 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_Transparent_StencilOut.shader @@ -0,0 +1,207 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/NoOutline/ToonColor_ShadingGradeMap_Transparent_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [HideInInspector] _Is_UseTweakHighColorOnShadow ("Is_UseTweakHighColorOnShadow", Float ) = 0 + [HideInInspector] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [HideInInspector] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0 + [HideInInspector] _TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0 +//MatcapMask + _Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {} + _Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//GI + [HideInInspector] _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "IgnoreProjector"="True" + "Queue"="Transparent" + "RenderType"="Transparent" + } + + //v.2.0.6 + Pass{ + ZWrite ON + ColorMask 0 + } + + //"UnityChanToonShader/Toon_ShadingGradeMap_TransClipping/FORWARD" + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + //v.2.0.6 + Zwrite Off + ZTest LEqual + // + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + + //UsePass "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping/FORWARD" + //UsePass "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping/FORWARD_DELTA" + //UsePass "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_Transparent_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_Transparent_StencilOut.shader.meta new file mode 100644 index 00000000..00dffe04 --- /dev/null +++ b/Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_Transparent_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: be27d4be45de7dd4ab2e69c992876edb +timeCreated: 1495243657 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/ToonColor_ShadingGradeMap_Transparent_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather.shader b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather.shader new file mode 100644 index 00000000..a53cf17e --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather.shader @@ -0,0 +1,269 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Toon_DoubleShadeWithFeather" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_NO + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //アウトライン処理はUTS_Outline.cgincへ. + #include "UCTS_Outline.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + Cull[_CullMode] + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_DoubleShadeWithFeather.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + + Blend One One + Cull[_CullMode] + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + #pragma multi_compile _IS_PASS_FWDDELTA + #include "UCTS_DoubleShadeWithFeather.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + #include "UCTS_ShadowCaster.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather.shader.meta b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather.shader.meta new file mode 100644 index 00000000..887b7ba9 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 9baf30ce95c751649b14d96da3a4b4d5 +timeCreated: 1482811030 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping.shader b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping.shader new file mode 100644 index 00000000..9bf23ed8 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping.shader @@ -0,0 +1,277 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + //v.2.0.4 + [HideInInspector] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + // + [Toggle(_)] _Inverse_Clipping ("Inverse_Clipping", Float ) = 0 + _Clipping_Level ("Clipping_Level", Range(0, 1)) = 0 + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //アウトライン処理は以下のUCTS_Outline.cgincへ. + #include "UCTS_Outline.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull[_CullMode] + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_MODE + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_DoubleShadeWithFeather.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_MODE + #pragma multi_compile _IS_PASS_FWDDELTA + #include "UCTS_DoubleShadeWithFeather.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_MODE + #include "UCTS_ShadowCaster.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping.shader.meta b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping.shader.meta new file mode 100644 index 00000000..97e48ec7 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 345def18d0906d544b7d12b050937392 +timeCreated: 1482812523 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping_StencilMask.shader b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping_StencilMask.shader new file mode 100644 index 00000000..cfc336ae --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping_StencilMask.shader @@ -0,0 +1,297 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + //v.2.0.4 + [HideInInspector] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + // + [Toggle(_)] _Inverse_Clipping ("Inverse_Clipping", Float ) = 0 + _Clipping_Level ("Clipping_Level", Range(0, 1)) = 0 + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //アウトライン処理は以下のUCTS_Outline.cgincへ. + #include "UCTS_Outline.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_MODE + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_DoubleShadeWithFeather.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_MODE + #pragma multi_compile _IS_PASS_FWDDELTA + #include "UCTS_DoubleShadeWithFeather.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_MODE + #include "UCTS_ShadowCaster.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping_StencilMask.shader.meta new file mode 100644 index 00000000..3283f0aa --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 7a735f9b121d96349b6da0a077299424 +timeCreated: 1482812523 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping_StencilOut.shader b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping_StencilOut.shader new file mode 100644 index 00000000..e69512e9 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping_StencilOut.shader @@ -0,0 +1,297 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + //v.2.0.4 + [HideInInspector] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + // + [Toggle(_)] _Inverse_Clipping ("Inverse_Clipping", Float ) = 0 + _Clipping_Level ("Clipping_Level", Range(0, 1)) = 0 + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //アウトライン処理は以下のUCTS_Outline.cgincへ. + #include "UCTS_Outline.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_MODE + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_DoubleShadeWithFeather.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_MODE + #pragma multi_compile _IS_PASS_FWDDELTA + #include "UCTS_DoubleShadeWithFeather.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_MODE + #include "UCTS_ShadowCaster.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping_StencilOut.shader.meta new file mode 100644 index 00000000..9781e63c --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: ed7fba947f3bccb4cbc78f55d7a56a70 +timeCreated: 1482812523 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile.shader b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile.shader new file mode 100644 index 00000000..70cc9775 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile.shader @@ -0,0 +1,159 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Mobile/Toon_DoubleShadeWithFeather" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather/OUTLINE" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather/FORWARD" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile.shader.meta b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile.shader.meta new file mode 100644 index 00000000..dc41a4c7 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 1d10c7840eb6ba74c889a27f14ba6081 +timeCreated: 1496949323 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_Clipping.shader b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_Clipping.shader new file mode 100644 index 00000000..f3cfdac4 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_Clipping.shader @@ -0,0 +1,167 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Mobile/Toon_DoubleShadeWithFeather_Clipping" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + //v.2.0.4 + [HideInInspector] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + // + [Toggle(_)] _Inverse_Clipping ("Inverse_Clipping", Float ) = 0 + _Clipping_Level ("Clipping_Level", Range(0, 1)) = 0 + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping/OUTLINE" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping/FORWARD" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_Clipping.shader.meta b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_Clipping.shader.meta new file mode 100644 index 00000000..4371dceb --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_Clipping.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 88791c14394118d42a5e176b433af322 +timeCreated: 1534682118 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_Clipping.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_Clipping_StencilMask.shader b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_Clipping_StencilMask.shader new file mode 100644 index 00000000..164ce1bd --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_Clipping_StencilMask.shader @@ -0,0 +1,168 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Mobile/Toon_DoubleShadeWithFeather_Clipping_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + //v.2.0.4 + [HideInInspector] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + // + [Toggle(_)] _Inverse_Clipping ("Inverse_Clipping", Float ) = 0 + _Clipping_Level ("Clipping_Level", Range(0, 1)) = 0 + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping_StencilMask/OUTLINE" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping_StencilMask/FORWARD" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping_StencilMask/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_Clipping_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_Clipping_StencilMask.shader.meta new file mode 100644 index 00000000..45985ab0 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_Clipping_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 41f4ee183cb66ad40bc74a9f8f944974 +timeCreated: 1534682118 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_Clipping_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_StencilMask.shader b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_StencilMask.shader new file mode 100644 index 00000000..8b4b6474 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_StencilMask.shader @@ -0,0 +1,162 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Mobile/Toon_DoubleShadeWithFeather_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_StencilMask/OUTLINE" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_StencilMask/FORWARD" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_StencilMask/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_StencilMask.shader.meta new file mode 100644 index 00000000..2980f2c8 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: dec01cbdbc5b8da4ca8671815cda1557 +timeCreated: 1496949324 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_StencilOut.shader b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_StencilOut.shader new file mode 100644 index 00000000..95e6e6b7 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_StencilOut.shader @@ -0,0 +1,162 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Mobile/Toon_DoubleShadeWithFeather_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_StencilOut/OUTLINE" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_StencilOut/FORWARD" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_StencilOut/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_StencilOut.shader.meta new file mode 100644 index 00000000..88287080 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 55e8b9eeaaff205469365133fe7bc744 +timeCreated: 1496949324 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_TransClipping.shader b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_TransClipping.shader new file mode 100644 index 00000000..099b026a --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_TransClipping.shader @@ -0,0 +1,166 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Mobile/Toon_DoubleShadeWithFeather_TransClipping" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping/OUTLINE" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping/FORWARD" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_TransClipping.shader.meta b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_TransClipping.shader.meta new file mode 100644 index 00000000..9cc1d992 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_TransClipping.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: d4c592285a93c3844aafdaafffc07ec7 +timeCreated: 1534682118 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_TransClipping.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_TransClipping_StencilMask.shader b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_TransClipping_StencilMask.shader new file mode 100644 index 00000000..0cd915dd --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_TransClipping_StencilMask.shader @@ -0,0 +1,167 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Mobile/Toon_DoubleShadeWithFeather_TransClipping_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping_StencilMask/OUTLINE" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping_StencilMask/FORWARD" + UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping_StencilMask/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_TransClipping_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_TransClipping_StencilMask.shader.meta new file mode 100644 index 00000000..c13b8d95 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_TransClipping_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 100d373b596f44d49ac9bb944d671d32 +timeCreated: 1534682118 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_Mobile_TransClipping_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_StencilMask.shader b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_StencilMask.shader new file mode 100644 index 00000000..e96d81e6 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_StencilMask.shader @@ -0,0 +1,288 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Toon_DoubleShadeWithFeather_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="Opaque" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_NO + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //アウトライン処理は以下のUCTS_Outline.cgincへ. + #include "UCTS_Outline.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_DoubleShadeWithFeather.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + #pragma multi_compile _IS_PASS_FWDDELTA + #include "UCTS_DoubleShadeWithFeather.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + #include "UCTS_ShadowCaster.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_StencilMask.shader.meta new file mode 100644 index 00000000..3f3cfc7a --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 036bc90bfe3475b4c9fadb85d0520621 +timeCreated: 1482811030 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_StencilOut.shader b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_StencilOut.shader new file mode 100644 index 00000000..df8f4258 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_StencilOut.shader @@ -0,0 +1,288 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Toon_DoubleShadeWithFeather_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("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 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _Ap_RimLight_FeatherOff ("Ap_RimLight_FeatherOff", Float ) = 0 +//ここまで. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="Opaque" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_NO + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //アウトライン処理は以下のUCTS_Outline.cgincへ. + #include "UCTS_Outline.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_DoubleShadeWithFeather.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + #pragma multi_compile _IS_PASS_FWDDELTA + #include "UCTS_DoubleShadeWithFeather.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + #include "UCTS_ShadowCaster.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_StencilOut.shader.meta new file mode 100644 index 00000000..8ba17a60 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 0a1e4c9dcc0e9ea4db38ae9cb5059608 +timeCreated: 1482811030 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_TransClipping.shader b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_TransClipping.shader new file mode 100644 index 00000000..55bc607f --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_TransClipping.shader @@ -0,0 +1,277 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //アウトライン処理は以下のUCTS_Outline.cgincへ. + #include "UCTS_Outline.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_DoubleShadeWithFeather.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #pragma multi_compile _IS_PASS_FWDDELTA + #include "UCTS_DoubleShadeWithFeather.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #include "UCTS_ShadowCaster.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_TransClipping.shader.meta b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_TransClipping.shader.meta new file mode 100644 index 00000000..a4225238 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_TransClipping.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: e8e7d781c3155254b9ea8956c5bd1218 +timeCreated: 1483233167 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_TransClipping.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_TransClipping_StencilMask.shader b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_TransClipping_StencilMask.shader new file mode 100644 index 00000000..e4198c22 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_TransClipping_StencilMask.shader @@ -0,0 +1,297 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //アウトライン処理は以下のUCTS_Outline.cgincへ. + #include "UCTS_Outline.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_DoubleShadeWithFeather.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #pragma multi_compile _IS_PASS_FWDDELTA + #include "UCTS_DoubleShadeWithFeather.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #include "UCTS_ShadowCaster.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_TransClipping_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_TransClipping_StencilMask.shader.meta new file mode 100644 index 00000000..2d170516 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_TransClipping_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 79add09e32e5c4541980118f6c4045b6 +timeCreated: 1484878920 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_TransClipping_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_TransClipping_StencilOut.shader b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_TransClipping_StencilOut.shader new file mode 100644 index 00000000..43009911 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_TransClipping_StencilOut.shader @@ -0,0 +1,297 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Toon_DoubleShadeWithFeather_TransClipping_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 + _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 + //v.2.0.6 + _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 + _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 + _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 + _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 + [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 + [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} + _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} + // + _HighColor ("HighColor", Color) = (0,0,0,1) +//v.2.0.4 HighColor_Tex + _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //アウトライン処理は以下のUCTS_Outline.cgincへ. + #include "UCTS_Outline.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_DoubleShadeWithFeather.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #pragma multi_compile _IS_PASS_FWDDELTA + #include "UCTS_DoubleShadeWithFeather.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #include "UCTS_ShadowCaster.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_TransClipping_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_TransClipping_StencilOut.shader.meta new file mode 100644 index 00000000..6a612c5a --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_TransClipping_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: fb47be5a840097b45bac228446468ef3 +timeCreated: 1483233167 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_DoubleShadeWithFeather_TransClipping_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_OutlineObject.shader b/Assets/Picola/Toon/Shader/Toon_OutlineObject.shader new file mode 100644 index 00000000..15fbd97f --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_OutlineObject.shader @@ -0,0 +1,68 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Helper/Toon_OutlineObject" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 2 //OutlineObj + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _Is_BakedNormal ("Is_BakedNormal", Float ) = 0 + _BakedNormal ("Baked Normal for Outline", 2D) = "white" {} + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_NO + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //アウトライン処理はUTS_Outline.cgincへ. + #include "UCTS_Outline.cginc" + ENDCG + } +//ToonCoreStart +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" +} diff --git a/Assets/Picola/Toon/Shader/Toon_OutlineObject.shader.meta b/Assets/Picola/Toon/Shader/Toon_OutlineObject.shader.meta new file mode 100644 index 00000000..017f967e --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_OutlineObject.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 42a47eda2ed77084c9136507eadb8641 +timeCreated: 1482811030 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_OutlineObject.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_OutlineObject_StencilOut.shader b/Assets/Picola/Toon/Shader/Toon_OutlineObject_StencilOut.shader new file mode 100644 index 00000000..670a5f3f --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_OutlineObject_StencilOut.shader @@ -0,0 +1,75 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Helper/Toon_OutlineObject_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 2 //OutlineObj + _StencilNo ("Stencil No", int) =1 + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _Is_BakedNormal ("Is_BakedNormal", Float ) = 0 + _BakedNormal ("Baked Normal for Outline", 2D) = "white" {} + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="Opaque" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_NO + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //アウトライン処理は以下のUCTS_Outline.cgincへ. + #include "UCTS_Outline.cginc" + ENDCG + } + } + FallBack "Legacy Shaders/VertexLit" +} diff --git a/Assets/Picola/Toon/Shader/Toon_OutlineObject_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Toon_OutlineObject_StencilOut.shader.meta new file mode 100644 index 00000000..ebdc5e30 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_OutlineObject_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 2e2edd12fbf6bcb4ea1f34c17ee42df5 +timeCreated: 1482811030 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_OutlineObject_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap.shader b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap.shader new file mode 100644 index 00000000..a3f315d3 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap.shader @@ -0,0 +1,271 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Toon_ShadingGradeMap" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_NO + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //アウトライン処理は以下のUCTS_Outline.cgincへ. + #include "UCTS_Outline.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull[_CullMode] + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_OFF + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_OFF + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDDELTA + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + #include "UCTS_ShadowCaster.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap.shader.meta b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap.shader.meta new file mode 100644 index 00000000..523079cb --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: ca035891872022e4f80c952b3916e450 +timeCreated: 1485041920 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_ShadingGradeMap.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing.shader b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing.shader new file mode 100644 index 00000000..bcbb1401 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing.shader @@ -0,0 +1,280 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + ////天使の輪追加プロパティ. + [Toggle(_)] _AngelRing ("AngelRing", Float ) = 0 + _AngelRing_Sampler ("AngelRing_Sampler", 2D) = "black" {} + _AngelRing_Color ("AngelRing_Color", Color) = (1,1,1,1) + [Toggle(_)] _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 + [Toggle(_)] _ARSampler_AlphaOn ("ARSampler_AlphaOn", Float ) = 0 +//ここまで. + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_NO + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //アウトライン処理は以下のUCTS_Outline.cgincへ. + #include "UCTS_Outline.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull[_CullMode] + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_OFF + #pragma multi_compile _IS_ANGELRING_ON + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_OFF + #pragma multi_compile _IS_ANGELRING_ON + #pragma multi_compile _IS_PASS_FWDDELTA + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + #include "UCTS_ShadowCaster.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing.shader.meta b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing.shader.meta new file mode 100644 index 00000000..1156ff58 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 9aadc53d7cdc63f4898ea042aa9d853b +timeCreated: 1488638447 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_Mobile.shader b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_Mobile.shader new file mode 100644 index 00000000..a4efb61e --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_Mobile.shader @@ -0,0 +1,171 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//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 ) = 2.08 + [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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + ////天使の輪追加プロパティ. + [Toggle(_)] _AngelRing ("AngelRing", Float ) = 0 + _AngelRing_Sampler ("AngelRing_Sampler", 2D) = "black" {} + _AngelRing_Color ("AngelRing_Color", Color) = (1,1,1,1) + [Toggle(_)] _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 + [Toggle(_)] _ARSampler_AlphaOn ("ARSampler_AlphaOn", Float ) = 0 +//ここまで. + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _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" +} diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_Mobile.shader.meta b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_Mobile.shader.meta new file mode 100644 index 00000000..e1000887 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_Mobile.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 23e399973d807464fb195291a44a614c +timeCreated: 1496949323 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_Mobile.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_Mobile_StencilOut.shader b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_Mobile_StencilOut.shader new file mode 100644 index 00000000..5b439bbc --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_Mobile_StencilOut.shader @@ -0,0 +1,173 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Mobile/AngelRing/Toon_ShadingGradeMap_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + ////天使の輪追加プロパティ. + [Toggle(_)] _AngelRing ("AngelRing", Float ) = 0 + _AngelRing_Sampler ("AngelRing_Sampler", 2D) = "black" {} + _AngelRing_Color ("AngelRing_Color", Color) = (1,1,1,1) + [Toggle(_)] _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 + [Toggle(_)] _ARSampler_AlphaOn ("ARSampler_AlphaOn", Float ) = 0 +//ここまで. + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap_StencilOut/OUTLINE" + UsePass "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap_StencilOut/FORWARD" + UsePass "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap_StencilOut/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_Mobile_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_Mobile_StencilOut.shader.meta new file mode 100644 index 00000000..b62c432b --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_Mobile_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 8d33e4e4084e5af449f3e762fecce3c9 +timeCreated: 1496949324 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_Mobile_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_StencilOut.shader b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_StencilOut.shader new file mode 100644 index 00000000..6735f667 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_StencilOut.shader @@ -0,0 +1,301 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + ////天使の輪追加プロパティ. + [Toggle(_)] _AngelRing ("AngelRing", Float ) = 0 + _AngelRing_Sampler ("AngelRing_Sampler", 2D) = "black" {} + _AngelRing_Color ("AngelRing_Color", Color) = (1,1,1,1) + [Toggle(_)] _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 + [Toggle(_)] _ARSampler_AlphaOn ("ARSampler_AlphaOn", Float ) = 0 +//ここまで. + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="Opaque" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_NO + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //アウトライン処理は以下のUCTS_Outline.cgincへ. + #include "UCTS_Outline.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_OFF + #pragma multi_compile _IS_ANGELRING_ON + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_OFF + #pragma multi_compile _IS_ANGELRING_ON + #pragma multi_compile _IS_PASS_FWDDELTA + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + #include "UCTS_ShadowCaster.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_StencilOut.shader.meta new file mode 100644 index 00000000..673459d5 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 415f07ab6fd766048ac6f8c2f2b406a9 +timeCreated: 1488638447 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_TransClipping.shader b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_TransClipping.shader new file mode 100644 index 00000000..b4189a4e --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_TransClipping.shader @@ -0,0 +1,290 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap_TransClipping" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [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" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + ////天使の輪追加プロパティ. + [Toggle(_)] _AngelRing ("AngelRing", Float ) = 0 + _AngelRing_Sampler ("AngelRing_Sampler", 2D) = "black" {} + _AngelRing_Color ("AngelRing_Color", Color) = (1,1,1,1) + [Toggle(_)] _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 + [Toggle(_)] _ARSampler_AlphaOn ("ARSampler_AlphaOn", Float ) = 0 +//ここまで. + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //アウトライン処理は以下のUCTS_Outline.cgincへ. + #include "UCTS_Outline.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_ON + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_ON + #pragma multi_compile _IS_PASS_FWDDELTA + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #include "UCTS_ShadowCaster.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_TransClipping.shader.meta b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_TransClipping.shader.meta new file mode 100644 index 00000000..fe2fd686 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_TransClipping.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: b2a70923168ea0c40a3051a013c93a8a +timeCreated: 1488638448 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_TransClipping.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_TransClipping_StencilOut.shader b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_TransClipping_StencilOut.shader new file mode 100644 index 00000000..f84e83d2 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_TransClipping_StencilOut.shader @@ -0,0 +1,310 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/AngelRing/Toon_ShadingGradeMap_TransClipping_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + ////天使の輪追加プロパティ. + [Toggle(_)] _AngelRing ("AngelRing", Float ) = 0 + _AngelRing_Sampler ("AngelRing_Sampler", 2D) = "black" {} + _AngelRing_Color ("AngelRing_Color", Color) = (1,1,1,1) + [Toggle(_)] _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 + [Toggle(_)] _ARSampler_AlphaOn ("ARSampler_AlphaOn", Float ) = 0 +//ここまで. + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //アウトライン処理は以下のUCTS_Outline.cgincへ. + #include "UCTS_Outline.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_ON + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_ON + #pragma multi_compile _IS_PASS_FWDDELTA + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #include "UCTS_ShadowCaster.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_TransClipping_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_TransClipping_StencilOut.shader.meta new file mode 100644 index 00000000..f3f660b2 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_TransClipping_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: d1e11a558d143f14c864edf263332764 +timeCreated: 1488638448 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_AngelRing_TransClipping_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile.shader b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile.shader new file mode 100644 index 00000000..8e342c51 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile.shader @@ -0,0 +1,162 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Mobile/Toon_ShadingGradeMap" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Toon_ShadingGradeMap/OUTLINE" + UsePass "UnityChanToonShader/Toon_ShadingGradeMap/FORWARD" + UsePass "UnityChanToonShader/Toon_ShadingGradeMap/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile.shader.meta b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile.shader.meta new file mode 100644 index 00000000..06c31869 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: f90e11a40dcf4f745ae6b21b857943fa +timeCreated: 1496949324 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_StencilMask.shader b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_StencilMask.shader new file mode 100644 index 00000000..26b0167f --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_StencilMask.shader @@ -0,0 +1,164 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Mobile/Toon_ShadingGradeMap_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_StencilMask/OUTLINE" + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_StencilMask/FORWARD" + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_StencilMask/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_StencilMask.shader.meta new file mode 100644 index 00000000..72517193 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 206c554c8b0c60041a9d242385f543d3 +timeCreated: 1496949323 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_StencilOut.shader b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_StencilOut.shader new file mode 100644 index 00000000..48c74c64 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_StencilOut.shader @@ -0,0 +1,164 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Mobile/Toon_ShadingGradeMap_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="Opaque" + } + + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_StencilOut/OUTLINE" + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_StencilOut/FORWARD" + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_StencilOut/SHADOWCASTER" + + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_StencilOut.shader.meta new file mode 100644 index 00000000..a7ce13b8 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: cfc201757f2519c4bb6ef9265a046582 +timeCreated: 1496949324 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_TransClipping.shader b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_TransClipping.shader new file mode 100644 index 00000000..87d3c4ee --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_TransClipping.shader @@ -0,0 +1,168 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//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 ) = 2.08 + [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" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _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" +} diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_TransClipping.shader.meta b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_TransClipping.shader.meta new file mode 100644 index 00000000..c3d7f29b --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_TransClipping.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: cce1da34c52aff745adf0222f56a356c +timeCreated: 1534682118 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_TransClipping.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_TransClipping_StencilMask.shader b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_TransClipping_StencilMask.shader new file mode 100644 index 00000000..b0928e20 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_TransClipping_StencilMask.shader @@ -0,0 +1,169 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Mobile/Toon_ShadingGradeMap_TransClipping_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="TransparentCutout" + } + + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping_StencilMask/OUTLINE" + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping_StencilMask/FORWARD" + UsePass "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping_StencilMask/SHADOWCASTER" + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_TransClipping_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_TransClipping_StencilMask.shader.meta new file mode 100644 index 00000000..031b46a1 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_TransClipping_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: e88039bab21b7894e918126e8fce5d1b +timeCreated: 1534682118 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_Mobile_TransClipping_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_StencilMask.shader b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_StencilMask.shader new file mode 100644 index 00000000..95acdaea --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_StencilMask.shader @@ -0,0 +1,292 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Toon_ShadingGradeMap_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="Opaque" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_NO + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //アウトライン処理は以下のUCTS_Outline.cgincへ. + #include "UCTS_Outline.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_OFF + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_OFF + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDDELTA + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + #include "UCTS_ShadowCaster.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_StencilMask.shader.meta new file mode 100644 index 00000000..e103ba24 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: aa2e05ed58ca15441bd0989f008da78b +timeCreated: 1485041920 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_StencilOut.shader b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_StencilOut.shader new file mode 100644 index 00000000..733b3190 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_StencilOut.shader @@ -0,0 +1,292 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Toon_ShadingGradeMap_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _MainTex ("BaseMap", 2D) = "white" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="Opaque" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_NO + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //アウトライン処理は以下のUCTS_Outline.cgincへ. + #include "UCTS_Outline.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_OFF + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_OFF + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDDELTA + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_OFF + #include "UCTS_ShadowCaster.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_StencilOut.shader.meta new file mode 100644 index 00000000..f1547472 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 923058fda1b61544b93d91eeee772086 +timeCreated: 1485041920 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_TransClipping.shader b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_TransClipping.shader new file mode 100644 index 00000000..ea77eabc --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_TransClipping.shader @@ -0,0 +1,281 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [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" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //アウトライン処理は以下のUCTS_Outline.cgincへ. + #include "UCTS_Outline.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDDELTA + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #include "UCTS_ShadowCaster.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_TransClipping.shader.meta b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_TransClipping.shader.meta new file mode 100644 index 00000000..6e2a25ad --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_TransClipping.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: aebd33b74ef849a4882b4a8d55f0f0c9 +timeCreated: 1485041964 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_TransClipping.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_TransClipping_StencilMask.shader b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_TransClipping_StencilMask.shader new file mode 100644 index 00000000..c18acaf2 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_TransClipping_StencilMask.shader @@ -0,0 +1,301 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping_StencilMask" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //アウトライン処理は以下のUCTS_Outline.cgincへ. + #include "UCTS_Outline.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp Always + Pass Replace + Fail Replace + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDDELTA + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #include "UCTS_ShadowCaster.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_TransClipping_StencilMask.shader.meta b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_TransClipping_StencilMask.shader.meta new file mode 100644 index 00000000..276c9f36 --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_TransClipping_StencilMask.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 0a05dd221bacbb448afac3d63e6bd833 +timeCreated: 1485041964 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_TransClipping_StencilMask.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_TransClipping_StencilOut.shader b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_TransClipping_StencilOut.shader new file mode 100644 index 00000000..79b72d2c --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_TransClipping_StencilOut.shader @@ -0,0 +1,301 @@ +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +Shader "UnityChanToonShader/Toon_ShadingGradeMap_TransClipping_StencilOut" { + Properties { + [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 + [HideInInspector] _utsVersion ("Version", Float ) = 2.08 + [HideInInspector] _utsTechnique ("Technique", int ) = 1 //SGM + _StencilNo ("Stencil No", int) =1 + [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK + _ClippingMask ("ClippingMask", 2D) = "white" {} + [Toggle(_)] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 + [Toggle(_)] _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" {} + [HideInInspector] _BaseMap ("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) + // + [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 + _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 + _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 + _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} + //v.2.0.5 + [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 + _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 + _NormalMap ("NormalMap", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(0, 1)) = 1 + [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 + //v.2.0.4.4 + [Toggle(_)] _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 + //v.2.0.5 + _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 + [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 + // + _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" {} + [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 + [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 + _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 + [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 + [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _RimLight ("RimLight", Float ) = 0 + _RimLightColor ("RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 +//リムライト追加プロパティ. + [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 + _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 + [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 + _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) + [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 + _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 + [Toggle(_)] _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. + [Toggle(_)] _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) + [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 + [Toggle(_)] _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 + [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 + //v.2.0.5 + [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 + //v.2.0.7 Emissive + [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 + _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} + [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) + _Base_Speed ("Base_Speed", Float ) = 0 + _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 + _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 + _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 + [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 + [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 + [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) + _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 + [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 + [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) + [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 + // +//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) + [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 + [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + //v.2.0.4 + [Toggle(_)] _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 + [Toggle(_)] _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 + [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 + //Built-in Light Direction + [Toggle(_)] _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 + [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 + } + SubShader { + Tags { + "Queue"="AlphaTest" //StencilOut Opaque and _Clipping + "RenderType"="TransparentCutout" + } + Pass { + Name "Outline" + Tags { + "LightMode"="ForwardBase" + } + Cull Front + //v.2.0.4 + Blend SrcAlpha OneMinusSrcAlpha + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + //#pragma fragmentoption ARB_precision_hint_fastest + //#pragma multi_compile_shadowcaster + //#pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //V.2.0.4 + #pragma multi_compile _IS_OUTLINE_CLIPPING_YES + #pragma multi_compile _OUTLINE_NML _OUTLINE_POS + //アウトライン処理は以下のUCTS_Outline.cgincへ. + #include "UCTS_Outline.cginc" + ENDCG + } +//ToonCoreStart + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend SrcAlpha OneMinusSrcAlpha + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDBASE + //v.2.0.7 + #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION + // + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull[_CullMode] + + Stencil { + Ref[_StencilNo] + Comp NotEqual + Pass Keep + Fail Keep + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + //for Unity2018.x + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + + //v.2.0.4 + #pragma multi_compile _IS_TRANSCLIPPING_ON + #pragma multi_compile _IS_ANGELRING_OFF + #pragma multi_compile _IS_PASS_FWDDELTA + #include "UCTS_ShadingGradeMap.cginc" + + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch + #pragma target 3.0 + //v.2.0.4 + #pragma multi_compile _IS_CLIPPING_TRANSMODE + #include "UCTS_ShadowCaster.cginc" + ENDCG + } +//ToonCoreEnd + } + FallBack "Legacy Shaders/VertexLit" + CustomEditor "UnityChan.UTS2GUI" +} diff --git a/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_TransClipping_StencilOut.shader.meta b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_TransClipping_StencilOut.shader.meta new file mode 100644 index 00000000..fdc84fdf --- /dev/null +++ b/Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_TransClipping_StencilOut.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 67212ac11ff43b04a833d3986b997a9f +timeCreated: 1485041964 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/Toon_ShadingGradeMap_TransClipping_StencilOut.shader + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/UCTS_DoubleShadeWithFeather.cginc b/Assets/Picola/Toon/Shader/UCTS_DoubleShadeWithFeather.cginc new file mode 100644 index 00000000..80c15676 --- /dev/null +++ b/Assets/Picola/Toon/Shader/UCTS_DoubleShadeWithFeather.cginc @@ -0,0 +1,441 @@ +//UCTS_DoubleShadeWithFeather.cginc +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +//#pragma multi_compile _IS_CLIPPING_OFF _IS_CLIPPING_MODE _IS_CLIPPING_TRANSMODE +//#pragma multi_compile _IS_PASS_FWDBASE _IS_PASS_FWDDELTA +// + + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float4 _BaseColor; + //v.2.0.5 + uniform float4 _Color; + uniform fixed _Use_BaseAs1st; + uniform fixed _Use_1stAs2nd; + // + uniform fixed _Is_LightColor_Base; + uniform sampler2D _1st_ShadeMap; uniform float4 _1st_ShadeMap_ST; + uniform float4 _1st_ShadeColor; + uniform fixed _Is_LightColor_1st_Shade; + uniform sampler2D _2nd_ShadeMap; uniform float4 _2nd_ShadeMap_ST; + uniform float4 _2nd_ShadeColor; + uniform fixed _Is_LightColor_2nd_Shade; + uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST; + uniform fixed _Is_NormalMapToBase; + uniform fixed _Set_SystemShadowsToBase; + uniform float _Tweak_SystemShadowsLevel; + uniform float _BaseColor_Step; + uniform float _BaseShade_Feather; + uniform sampler2D _Set_1st_ShadePosition; uniform float4 _Set_1st_ShadePosition_ST; + uniform float _ShadeColor_Step; + uniform float _1st2nd_Shades_Feather; + uniform sampler2D _Set_2nd_ShadePosition; uniform float4 _Set_2nd_ShadePosition_ST; + uniform float4 _HighColor; + uniform sampler2D _HighColor_Tex; uniform float4 _HighColor_Tex_ST; + uniform fixed _Is_LightColor_HighColor; + uniform fixed _Is_NormalMapToHighColor; + uniform float _HighColor_Power; + uniform fixed _Is_SpecularToHighColor; + uniform fixed _Is_BlendAddToHiColor; + uniform fixed _Is_UseTweakHighColorOnShadow; + uniform float _TweakHighColorOnShadow; + uniform sampler2D _Set_HighColorMask; uniform float4 _Set_HighColorMask_ST; + uniform float _Tweak_HighColorMaskLevel; + uniform fixed _RimLight; + uniform float4 _RimLightColor; + uniform fixed _Is_LightColor_RimLight; + uniform fixed _Is_NormalMapToRimLight; + uniform float _RimLight_Power; + uniform float _RimLight_InsideMask; + uniform fixed _RimLight_FeatherOff; + uniform fixed _LightDirection_MaskOn; + uniform float _Tweak_LightDirection_MaskLevel; + uniform fixed _Add_Antipodean_RimLight; + uniform float4 _Ap_RimLightColor; + uniform fixed _Is_LightColor_Ap_RimLight; + uniform float _Ap_RimLight_Power; + uniform fixed _Ap_RimLight_FeatherOff; + uniform sampler2D _Set_RimLightMask; uniform float4 _Set_RimLightMask_ST; + uniform float _Tweak_RimLightMaskLevel; + uniform fixed _MatCap; + uniform sampler2D _MatCap_Sampler; uniform float4 _MatCap_Sampler_ST; + uniform float4 _MatCapColor; + uniform fixed _Is_LightColor_MatCap; + uniform fixed _Is_BlendAddToMatCap; + uniform float _Tweak_MatCapUV; + uniform float _Rotate_MatCapUV; + uniform fixed _Is_NormalMapForMatCap; + uniform sampler2D _NormalMapForMatCap; uniform float4 _NormalMapForMatCap_ST; + uniform float _Rotate_NormalMapForMatCapUV; + uniform fixed _Is_UseTweakMatCapOnShadow; + uniform float _TweakMatCapOnShadow; + //MatcapMask + uniform sampler2D _Set_MatcapMask; uniform float4 _Set_MatcapMask_ST; + uniform float _Tweak_MatcapMaskLevel; + //v.2.0.5 + uniform fixed _Is_Ortho; + //v.2.0.6 + uniform float _CameraRolling_Stabilizer; + uniform fixed _BlurLevelMatcap; + uniform fixed _Inverse_MatcapMask; + uniform float _BumpScale; + uniform float _BumpScaleMatcap; + //Emissive + uniform sampler2D _Emissive_Tex; uniform float4 _Emissive_Tex_ST; + uniform float4 _Emissive_Color; + //v.2.0.7 + uniform fixed _Is_ViewCoord_Scroll; + uniform float _Rotate_EmissiveUV; + uniform float _Base_Speed; + uniform float _Scroll_EmissiveU; + uniform float _Scroll_EmissiveV; + uniform fixed _Is_PingPong_Base; + uniform float4 _ColorShift; + uniform float4 _ViewShift; + uniform float _ColorShift_Speed; + uniform fixed _Is_ColorShift; + uniform fixed _Is_ViewShift; + uniform float3 emissive; + // + uniform float _Unlit_Intensity; + //v.2.0.5 + uniform fixed _Is_Filter_HiCutPointLightColor; + uniform fixed _Is_Filter_LightColor; + //v.2.0.4.4 + uniform float _StepOffset; + uniform fixed _Is_BLD; + uniform float _Offset_X_Axis_BLD; + uniform float _Offset_Y_Axis_BLD; + uniform fixed _Inverse_Z_Axis_BLD; +//v.2.0.4 +#ifdef _IS_CLIPPING_MODE +//DoubleShadeWithFeather_Clipping + uniform sampler2D _ClippingMask; uniform float4 _ClippingMask_ST; + uniform float _Clipping_Level; + uniform fixed _Inverse_Clipping; +#elif _IS_CLIPPING_TRANSMODE +//DoubleShadeWithFeather_TransClipping + uniform sampler2D _ClippingMask; uniform float4 _ClippingMask_ST; + uniform fixed _IsBaseMapAlphaAsClippingMask; + uniform float _Clipping_Level; + uniform fixed _Inverse_Clipping; + uniform float _Tweak_transparency; +#elif _IS_CLIPPING_OFF +//DoubleShadeWithFeather +#endif + + // UV回転をする関数:RotateUV() + //float2 rotatedUV = RotateUV(i.uv0, (_angular_Verocity*3.141592654), float2(0.5, 0.5), _Time.g); + float2 RotateUV(float2 _uv, float _radian, float2 _piv, float _time) + { + float RotateUV_ang = _radian; + float RotateUV_cos = cos(_time*RotateUV_ang); + float RotateUV_sin = sin(_time*RotateUV_ang); + return (mul(_uv - _piv, float2x2( RotateUV_cos, -RotateUV_sin, RotateUV_sin, RotateUV_cos)) + _piv); + } + // + fixed3 DecodeLightProbe( fixed3 N ){ + return ShadeSH9(float4(N,1)); + } + + uniform float _GI_Intensity; + + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 posWorld : TEXCOORD1; + float3 normalDir : TEXCOORD2; + float3 tangentDir : TEXCOORD3; + float3 bitangentDir : TEXCOORD4; + //v.2.0.7 + float mirrorFlag : TEXCOORD5; + LIGHTING_COORDS(6,7) + UNITY_FOG_COORDS(8) + // + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos( v.vertex ); + //v.2.0.7 鏡の中判定(右手座標系か、左手座標系かの判定)o.mirrorFlag = -1 なら鏡の中. + float3 crossFwd = cross(UNITY_MATRIX_V[0], UNITY_MATRIX_V[1]); + o.mirrorFlag = dot(crossFwd, UNITY_MATRIX_V[2]) < 0 ? 1 : -1; + // + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i, fixed facing : VFACE) : SV_TARGET { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float2 Set_UV0 = i.uv0; + //v.2.0.6 + //float3 _NormalMap_var = UnpackNormal(tex2D(_NormalMap,TRANSFORM_TEX(Set_UV0, _NormalMap))); + float3 _NormalMap_var = UnpackScaleNormal(tex2D(_NormalMap,TRANSFORM_TEX(Set_UV0, _NormalMap)), _BumpScale); + float3 normalLocal = _NormalMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(Set_UV0, _MainTex)); +//v.2.0.4 +#ifdef _IS_CLIPPING_MODE +//DoubleShadeWithFeather_Clipping + float4 _ClippingMask_var = tex2D(_ClippingMask,TRANSFORM_TEX(Set_UV0, _ClippingMask)); + float Set_Clipping = saturate((lerp( _ClippingMask_var.r, (1.0 - _ClippingMask_var.r), _Inverse_Clipping )+_Clipping_Level)); + clip(Set_Clipping - 0.5); +#elif _IS_CLIPPING_TRANSMODE +//DoubleShadeWithFeather_TransClipping + float4 _ClippingMask_var = tex2D(_ClippingMask,TRANSFORM_TEX(Set_UV0, _ClippingMask)); + float Set_MainTexAlpha = _MainTex_var.a; + float _IsBaseMapAlphaAsClippingMask_var = lerp( _ClippingMask_var.r, Set_MainTexAlpha, _IsBaseMapAlphaAsClippingMask ); + float _Inverse_Clipping_var = lerp( _IsBaseMapAlphaAsClippingMask_var, (1.0 - _IsBaseMapAlphaAsClippingMask_var), _Inverse_Clipping ); + float Set_Clipping = saturate((_Inverse_Clipping_var+_Clipping_Level)); + clip(Set_Clipping - 0.5); + +#elif _IS_CLIPPING_OFF +//DoubleShadeWithFeather +#endif + + UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz); + +//v.2.0.4 +#ifdef _IS_PASS_FWDBASE + + float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz); + //v.2.0.5 + float3 defaultLightColor = saturate(max(half3(0.05,0.05,0.05)*_Unlit_Intensity,max(ShadeSH9(half4(0.0, 0.0, 0.0, 1.0)),ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)).rgb)*_Unlit_Intensity)); + float3 customLightDirection = normalize(mul( unity_ObjectToWorld, float4(((float3(1.0,0.0,0.0)*_Offset_X_Axis_BLD*10)+(float3(0.0,1.0,0.0)*_Offset_Y_Axis_BLD*10)+(float3(0.0,0.0,-1.0)*lerp(-1.0,1.0,_Inverse_Z_Axis_BLD))),0)).xyz); + float3 lightDirection = normalize(lerp(defaultLightDirection,_WorldSpaceLightPos0.xyz,any(_WorldSpaceLightPos0.xyz))); + lightDirection = lerp(lightDirection, customLightDirection, _Is_BLD); + //v.2.0.5: + float3 lightColor = lerp(max(defaultLightColor,_LightColor0.rgb),max(defaultLightColor,saturate(_LightColor0.rgb)),_Is_Filter_LightColor); +#elif _IS_PASS_FWDDELTA + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + //v.2.0.5: + float3 addPassLightColor = (0.5*dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToBase ), lightDirection)+0.5) * _LightColor0.rgb * attenuation; + float pureIntencity = max(0.001,(0.299*_LightColor0.r + 0.587*_LightColor0.g + 0.114*_LightColor0.b)); + float3 lightColor = max(0, lerp(addPassLightColor, lerp(0,min(addPassLightColor,addPassLightColor/pureIntencity),_WorldSpaceLightPos0.w),_Is_Filter_LightColor)); +#endif +////// Lighting: + float3 halfDirection = normalize(viewDirection+lightDirection); + //v.2.0.5 + _Color = _BaseColor; + +#ifdef _IS_PASS_FWDBASE + float3 Set_LightColor = lightColor.rgb; + float3 Set_BaseColor = lerp( (_BaseColor.rgb*_MainTex_var.rgb), ((_BaseColor.rgb*_MainTex_var.rgb)*Set_LightColor), _Is_LightColor_Base ); + //v.2.0.5 + float4 _1st_ShadeMap_var = lerp(tex2D(_1st_ShadeMap,TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)),_MainTex_var,_Use_BaseAs1st); + float3 Set_1st_ShadeColor = lerp( (_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb), ((_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_1st_Shade ); + //v.2.0.5 + float4 _2nd_ShadeMap_var = lerp(tex2D(_2nd_ShadeMap,TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)),_1st_ShadeMap_var,_Use_1stAs2nd); + float3 Set_2nd_ShadeColor = lerp( (_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb), ((_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_2nd_Shade ); + float _HalfLambert_var = 0.5*dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToBase ),lightDirection)+0.5; + float4 _Set_2nd_ShadePosition_var = tex2D(_Set_2nd_ShadePosition,TRANSFORM_TEX(Set_UV0, _Set_2nd_ShadePosition)); + float4 _Set_1st_ShadePosition_var = tex2D(_Set_1st_ShadePosition,TRANSFORM_TEX(Set_UV0, _Set_1st_ShadePosition)); + //v.2.0.6 + //Minmimum value is same as the Minimum Feather's value with the Minimum Step's value as threshold. + float _SystemShadowsLevel_var = (attenuation*0.5)+0.5+_Tweak_SystemShadowsLevel > 0.001 ? (attenuation*0.5)+0.5+_Tweak_SystemShadowsLevel : 0.0001; + float Set_FinalShadowMask = saturate((1.0 + ( (lerp( _HalfLambert_var, _HalfLambert_var*saturate(_SystemShadowsLevel_var), _Set_SystemShadowsToBase ) - (_BaseColor_Step-_BaseShade_Feather)) * ((1.0 - _Set_1st_ShadePosition_var.rgb).r - 1.0) ) / (_BaseColor_Step - (_BaseColor_Step-_BaseShade_Feather)))); + // + //Composition: 3 Basic Colors as Set_FinalBaseColor + float3 Set_FinalBaseColor = lerp(Set_BaseColor,lerp(Set_1st_ShadeColor,Set_2nd_ShadeColor,saturate((1.0 + ( (_HalfLambert_var - (_ShadeColor_Step-_1st2nd_Shades_Feather)) * ((1.0 - _Set_2nd_ShadePosition_var.rgb).r - 1.0) ) / (_ShadeColor_Step - (_ShadeColor_Step-_1st2nd_Shades_Feather))))),Set_FinalShadowMask); // Final Color + float4 _Set_HighColorMask_var = tex2D(_Set_HighColorMask,TRANSFORM_TEX(Set_UV0, _Set_HighColorMask)); + float _Specular_var = 0.5*dot(halfDirection,lerp( i.normalDir, normalDirection, _Is_NormalMapToHighColor ))+0.5; // Specular + float _TweakHighColorMask_var = (saturate((_Set_HighColorMask_var.g+_Tweak_HighColorMaskLevel))*lerp( (1.0 - step(_Specular_var,(1.0 - pow(_HighColor_Power,5)))), pow(_Specular_var,exp2(lerp(11,1,_HighColor_Power))), _Is_SpecularToHighColor )); + float4 _HighColor_Tex_var = tex2D(_HighColor_Tex,TRANSFORM_TEX(Set_UV0, _HighColor_Tex)); + float3 _HighColor_var = (lerp( (_HighColor_Tex_var.rgb*_HighColor.rgb), ((_HighColor_Tex_var.rgb*_HighColor.rgb)*Set_LightColor), _Is_LightColor_HighColor )*_TweakHighColorMask_var); + //Composition: 3 Basic Colors and HighColor as Set_HighColor + float3 Set_HighColor = (lerp( saturate((Set_FinalBaseColor-_TweakHighColorMask_var)), Set_FinalBaseColor, lerp(_Is_BlendAddToHiColor,1.0,_Is_SpecularToHighColor) )+lerp( _HighColor_var, (_HighColor_var*((1.0 - Set_FinalShadowMask)+(Set_FinalShadowMask*_TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow )); + float4 _Set_RimLightMask_var = tex2D(_Set_RimLightMask,TRANSFORM_TEX(Set_UV0, _Set_RimLightMask)); + float3 _Is_LightColor_RimLight_var = lerp( _RimLightColor.rgb, (_RimLightColor.rgb*Set_LightColor), _Is_LightColor_RimLight ); + float _RimArea_var = (1.0 - dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToRimLight ),viewDirection)); + float _RimLightPower_var = pow(_RimArea_var,exp2(lerp(3,0,_RimLight_Power))); + float _Rimlight_InsideMask_var = saturate(lerp( (0.0 + ( (_RimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0) ) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask,_RimLightPower_var), _RimLight_FeatherOff )); + float _VertHalfLambert_var = 0.5*dot(i.normalDir,lightDirection)+0.5; + float3 _LightDirection_MaskOn_var = lerp( (_Is_LightColor_RimLight_var*_Rimlight_InsideMask_var), (_Is_LightColor_RimLight_var*saturate((_Rimlight_InsideMask_var-((1.0 - _VertHalfLambert_var)+_Tweak_LightDirection_MaskLevel)))), _LightDirection_MaskOn ); + float _ApRimLightPower_var = pow(_RimArea_var,exp2(lerp(3,0,_Ap_RimLight_Power))); + float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g+_Tweak_RimLightMaskLevel))*lerp( _LightDirection_MaskOn_var, (_LightDirection_MaskOn_var+(lerp( _Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb*Set_LightColor), _Is_LightColor_Ap_RimLight )*saturate((lerp( (0.0 + ( (_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0) ) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask,_ApRimLightPower_var), _Ap_RimLight_FeatherOff )-(saturate(_VertHalfLambert_var)+_Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight )); + //Composition: HighColor and RimLight as _RimLight_var + float3 _RimLight_var = lerp( Set_HighColor, (Set_HighColor+Set_RimLight), _RimLight ); + //Matcap + //v.2.0.6 : CameraRolling Stabilizer + //鏡スクリプト判定:_sign_Mirror = -1 なら、鏡の中と判定. + //v.2.0.7 + fixed _sign_Mirror = i.mirrorFlag; + // + float3 _Camera_Right = UNITY_MATRIX_V[0].xyz; + float3 _Camera_Front = UNITY_MATRIX_V[2].xyz; + float3 _Up_Unit = float3(0, 1, 0); + float3 _Right_Axis = cross(_Camera_Front, _Up_Unit); + //鏡の中なら反転. + if(_sign_Mirror < 0){ + _Right_Axis = -1 * _Right_Axis; + _Rotate_MatCapUV = -1 * _Rotate_MatCapUV; + }else{ + _Right_Axis = _Right_Axis; + } + float _Camera_Right_Magnitude = sqrt(_Camera_Right.x*_Camera_Right.x + _Camera_Right.y*_Camera_Right.y + _Camera_Right.z*_Camera_Right.z); + float _Right_Axis_Magnitude = sqrt(_Right_Axis.x*_Right_Axis.x + _Right_Axis.y*_Right_Axis.y + _Right_Axis.z*_Right_Axis.z); + float _Camera_Roll_Cos = dot(_Right_Axis, _Camera_Right) / (_Right_Axis_Magnitude * _Camera_Right_Magnitude); + float _Camera_Roll = acos(clamp(_Camera_Roll_Cos, -1, 1)); + fixed _Camera_Dir = _Camera_Right.y < 0 ? -1 : 1; + float _Rot_MatCapUV_var_ang = (_Rotate_MatCapUV*3.141592654) - _Camera_Dir*_Camera_Roll*_CameraRolling_Stabilizer; + //v.2.0.7 + float2 _Rot_MatCapNmUV_var = RotateUV(Set_UV0, (_Rotate_NormalMapForMatCapUV*3.141592654), float2(0.5, 0.5), 1.0); + //V.2.0.6 + float3 _NormalMapForMatCap_var = UnpackScaleNormal(tex2D(_NormalMapForMatCap,TRANSFORM_TEX(_Rot_MatCapNmUV_var, _NormalMapForMatCap)),_BumpScaleMatcap); + //v.2.0.5: MatCap with camera skew correction + float3 viewNormal = (mul(UNITY_MATRIX_V, float4(lerp( i.normalDir, mul( _NormalMapForMatCap_var.rgb, tangentTransform ).rgb, _Is_NormalMapForMatCap ),0))).rgb; + float3 NormalBlend_MatcapUV_Detail = viewNormal.rgb * float3(-1,-1,1); + float3 NormalBlend_MatcapUV_Base = (mul( UNITY_MATRIX_V, float4(viewDirection,0) ).rgb*float3(-1,-1,1)) + float3(0,0,1); + float3 noSknewViewNormal = NormalBlend_MatcapUV_Base*dot(NormalBlend_MatcapUV_Base, NormalBlend_MatcapUV_Detail)/NormalBlend_MatcapUV_Base.b - NormalBlend_MatcapUV_Detail; + float2 _ViewNormalAsMatCapUV = (lerp(noSknewViewNormal,viewNormal,_Is_Ortho).rg*0.5)+0.5; + //v.2.0.7 + float2 _Rot_MatCapUV_var = RotateUV((0.0 + ((_ViewNormalAsMatCapUV - (0.0+_Tweak_MatCapUV)) * (1.0 - 0.0) ) / ((1.0-_Tweak_MatCapUV) - (0.0+_Tweak_MatCapUV))), _Rot_MatCapUV_var_ang, float2(0.5, 0.5), 1.0); + //鏡の中ならUV左右反転. + if(_sign_Mirror < 0){ + _Rot_MatCapUV_var.x = 1-_Rot_MatCapUV_var.x; + }else{ + _Rot_MatCapUV_var = _Rot_MatCapUV_var; + } + //v.2.0.6 : LOD of Matcap + float4 _MatCap_Sampler_var = tex2Dlod(_MatCap_Sampler,float4(TRANSFORM_TEX(_Rot_MatCapUV_var, _MatCap_Sampler),0.0,_BlurLevelMatcap)); + // + //MatcapMask + float4 _Set_MatcapMask_var = tex2D(_Set_MatcapMask,TRANSFORM_TEX(Set_UV0, _Set_MatcapMask)); + float _Tweak_MatcapMaskLevel_var = saturate(lerp(_Set_MatcapMask_var.g, (1.0 - _Set_MatcapMask_var.g), _Inverse_MatcapMask) + _Tweak_MatcapMaskLevel); + // + float3 _Is_LightColor_MatCap_var = lerp( (_MatCap_Sampler_var.rgb*_MatCapColor.rgb), ((_MatCap_Sampler_var.rgb*_MatCapColor.rgb)*Set_LightColor), _Is_LightColor_MatCap ); + //v.2.0.6 : ShadowMask on Matcap in Blend mode : multiply + float3 Set_MatCap = lerp( _Is_LightColor_MatCap_var, (_Is_LightColor_MatCap_var*((1.0 - Set_FinalShadowMask)+(Set_FinalShadowMask*_TweakMatCapOnShadow)) + lerp(Set_HighColor*Set_FinalShadowMask*(1.0-_TweakMatCapOnShadow), float3(0.0, 0.0, 0.0), _Is_BlendAddToMatCap)), _Is_UseTweakMatCapOnShadow ); + // + //Composition: RimLight and MatCap as finalColor + //Broke down finalColor composition + float3 matCapColorOnAddMode = _RimLight_var+Set_MatCap*_Tweak_MatcapMaskLevel_var; + float _Tweak_MatcapMaskLevel_var_MultiplyMode = _Tweak_MatcapMaskLevel_var * lerp (1.0, (1.0 - (Set_FinalShadowMask)*(1.0 - _TweakMatCapOnShadow)), _Is_UseTweakMatCapOnShadow); + float3 matCapColorOnMultiplyMode = Set_HighColor*(1-_Tweak_MatcapMaskLevel_var_MultiplyMode) + Set_HighColor*Set_MatCap*_Tweak_MatcapMaskLevel_var_MultiplyMode + lerp(float3(0,0,0),Set_RimLight,_RimLight); + float3 matCapColorFinal = lerp(matCapColorOnMultiplyMode, matCapColorOnAddMode, _Is_BlendAddToMatCap); + float3 finalColor = lerp(_RimLight_var, matCapColorFinal, _MatCap);// Final Composition before Emissive + // + //v.2.0.6: GI_Intensity with Intensity Multiplier Filter + float3 envLightColor = DecodeLightProbe(normalDirection) < float3(1,1,1) ? DecodeLightProbe(normalDirection) : float3(1,1,1); + float envLightIntensity = 0.299*envLightColor.r + 0.587*envLightColor.g + 0.114*envLightColor.b <1 ? (0.299*envLightColor.r + 0.587*envLightColor.g + 0.114*envLightColor.b) : 1; +//v.2.0.7 +#ifdef _EMISSIVE_SIMPLE + float4 _Emissive_Tex_var = tex2D(_Emissive_Tex,TRANSFORM_TEX(Set_UV0, _Emissive_Tex)); + float emissiveMask = _Emissive_Tex_var.a; + emissive = _Emissive_Tex_var.rgb * _Emissive_Color.rgb * emissiveMask; +#elif _EMISSIVE_ANIMATION + //v.2.0.7 Calculation View Coord UV for Scroll + float3 viewNormal_Emissive = (mul(UNITY_MATRIX_V, float4(i.normalDir,0))).xyz; + float3 NormalBlend_Emissive_Detail = viewNormal_Emissive * float3(-1,-1,1); + float3 NormalBlend_Emissive_Base = (mul( UNITY_MATRIX_V, float4(viewDirection,0)).xyz*float3(-1,-1,1)) + float3(0,0,1); + float3 noSknewViewNormal_Emissive = NormalBlend_Emissive_Base*dot(NormalBlend_Emissive_Base, NormalBlend_Emissive_Detail)/NormalBlend_Emissive_Base.z - NormalBlend_Emissive_Detail; + float2 _ViewNormalAsEmissiveUV = noSknewViewNormal_Emissive.xy*0.5+0.5; + float2 _ViewCoord_UV = RotateUV(_ViewNormalAsEmissiveUV, -(_Camera_Dir*_Camera_Roll), float2(0.5,0.5), 1.0); + //鏡の中ならUV左右反転. + if(_sign_Mirror < 0){ + _ViewCoord_UV.x = 1-_ViewCoord_UV.x; + }else{ + _ViewCoord_UV = _ViewCoord_UV; + } + float2 emissive_uv = lerp(i.uv0, _ViewCoord_UV, _Is_ViewCoord_Scroll); + // + float4 _time_var = _Time; + float _base_Speed_var = (_time_var.g*_Base_Speed); + float _Is_PingPong_Base_var = lerp(_base_Speed_var, sin(_base_Speed_var), _Is_PingPong_Base ); + float2 scrolledUV = emissive_uv - float2(_Scroll_EmissiveU, _Scroll_EmissiveV)*_Is_PingPong_Base_var; + float rotateVelocity = _Rotate_EmissiveUV*3.141592654; + float2 _rotate_EmissiveUV_var = RotateUV(scrolledUV, rotateVelocity, float2(0.5, 0.5), _Is_PingPong_Base_var); + float4 _Emissive_Tex_var = tex2D(_Emissive_Tex,TRANSFORM_TEX(Set_UV0, _Emissive_Tex)); + float emissiveMask = _Emissive_Tex_var.a; + _Emissive_Tex_var = tex2D(_Emissive_Tex,TRANSFORM_TEX(_rotate_EmissiveUV_var, _Emissive_Tex)); + float _colorShift_Speed_var = 1.0 - cos(_time_var.g*_ColorShift_Speed); + float viewShift_var = smoothstep( 0.0, 1.0, max(0,dot(normalDirection,viewDirection))); + float4 colorShift_Color = lerp(_Emissive_Color, lerp(_Emissive_Color, _ColorShift, _colorShift_Speed_var), _Is_ColorShift); + float4 viewShift_Color = lerp(_ViewShift, colorShift_Color, viewShift_var); + float4 emissive_Color = lerp(colorShift_Color, viewShift_Color, _Is_ViewShift); + emissive = emissive_Color.rgb * _Emissive_Tex_var.rgb * emissiveMask; +#endif +// + //Final Composition + finalColor = saturate(finalColor) + (envLightColor*envLightIntensity*_GI_Intensity*smoothstep(1,0,envLightIntensity/2)) + emissive; + +#elif _IS_PASS_FWDDELTA + //v.2.0.5: + _BaseColor_Step = saturate(_BaseColor_Step + _StepOffset); + _ShadeColor_Step = saturate(_ShadeColor_Step + _StepOffset); + // + //v.2.0.5: If Added lights is directional, set 0 as _LightIntensity + float _LightIntensity = lerp(0,(0.299*_LightColor0.r + 0.587*_LightColor0.g + 0.114*_LightColor0.b)*attenuation,_WorldSpaceLightPos0.w) ; + //v.2.0.5: Filtering the high intensity zone of PointLights + float3 Set_LightColor = lerp(lightColor,lerp(lightColor,min(lightColor,_LightColor0.rgb*attenuation*_BaseColor_Step),_WorldSpaceLightPos0.w),_Is_Filter_HiCutPointLightColor); + // + float3 Set_BaseColor = lerp( (_BaseColor.rgb*_MainTex_var.rgb*_LightIntensity), ((_BaseColor.rgb*_MainTex_var.rgb)*Set_LightColor), _Is_LightColor_Base ); + //v.2.0.5 + float4 _1st_ShadeMap_var = lerp(tex2D(_1st_ShadeMap,TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)),_MainTex_var,_Use_BaseAs1st); + float3 Set_1st_ShadeColor = lerp( (_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb*_LightIntensity), ((_1st_ShadeColor.rgb*_1st_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_1st_Shade ); + //v.2.0.5 + float4 _2nd_ShadeMap_var = lerp(tex2D(_2nd_ShadeMap,TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)),_1st_ShadeMap_var,_Use_1stAs2nd); + float3 Set_2nd_ShadeColor = lerp( (_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb*_LightIntensity), ((_2nd_ShadeColor.rgb*_2nd_ShadeMap_var.rgb)*Set_LightColor), _Is_LightColor_2nd_Shade ); + float _HalfLambert_var = 0.5*dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToBase ),lightDirection)+0.5; + float4 _Set_2nd_ShadePosition_var = tex2D(_Set_2nd_ShadePosition,TRANSFORM_TEX(Set_UV0, _Set_2nd_ShadePosition)); + float4 _Set_1st_ShadePosition_var = tex2D(_Set_1st_ShadePosition,TRANSFORM_TEX(Set_UV0, _Set_1st_ShadePosition)); + //v.2.0.5: + float Set_FinalShadowMask = saturate((1.0 + ( (lerp( _HalfLambert_var, (_HalfLambert_var*saturate(1.0+_Tweak_SystemShadowsLevel)), _Set_SystemShadowsToBase ) - (_BaseColor_Step-_BaseShade_Feather)) * ((1.0 - _Set_1st_ShadePosition_var.rgb).r - 1.0) ) / (_BaseColor_Step - (_BaseColor_Step-_BaseShade_Feather)))); + //Composition: 3 Basic Colors as finalColor + float3 finalColor = lerp(Set_BaseColor,lerp(Set_1st_ShadeColor,Set_2nd_ShadeColor,saturate((1.0 + ( (_HalfLambert_var - (_ShadeColor_Step-_1st2nd_Shades_Feather)) * ((1.0 - _Set_2nd_ShadePosition_var.rgb).r - 1.0) ) / (_ShadeColor_Step - (_ShadeColor_Step-_1st2nd_Shades_Feather))))),Set_FinalShadowMask); // Final Color + + //v.2.0.6: Add HighColor if _Is_Filter_HiCutPointLightColor is False + float4 _Set_HighColorMask_var = tex2D(_Set_HighColorMask,TRANSFORM_TEX(Set_UV0, _Set_HighColorMask)); + float _Specular_var = 0.5*dot(halfDirection,lerp( i.normalDir, normalDirection, _Is_NormalMapToHighColor ))+0.5; // Specular + float _TweakHighColorMask_var = (saturate((_Set_HighColorMask_var.g+_Tweak_HighColorMaskLevel))*lerp( (1.0 - step(_Specular_var,(1.0 - pow(_HighColor_Power,5)))), pow(_Specular_var,exp2(lerp(11,1,_HighColor_Power))), _Is_SpecularToHighColor )); + float4 _HighColor_Tex_var = tex2D(_HighColor_Tex,TRANSFORM_TEX(Set_UV0, _HighColor_Tex)); + float3 _HighColor_var = (lerp( (_HighColor_Tex_var.rgb*_HighColor.rgb), ((_HighColor_Tex_var.rgb*_HighColor.rgb)*Set_LightColor), _Is_LightColor_HighColor )*_TweakHighColorMask_var); + finalColor = finalColor + lerp(lerp( _HighColor_var, (_HighColor_var*((1.0 - Set_FinalShadowMask)+(Set_FinalShadowMask*_TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow ),float3(0,0,0),_Is_Filter_HiCutPointLightColor); + // + + finalColor = saturate(finalColor); +#endif + + +//v.2.0.4 +#ifdef _IS_CLIPPING_OFF +//DoubleShadeWithFeather + #ifdef _IS_PASS_FWDBASE + fixed4 finalRGBA = fixed4(finalColor,1); + #elif _IS_PASS_FWDDELTA + fixed4 finalRGBA = fixed4(finalColor,0); + #endif +#elif _IS_CLIPPING_MODE +//DoubleShadeWithFeather_Clipping + #ifdef _IS_PASS_FWDBASE + fixed4 finalRGBA = fixed4(finalColor,1); + #elif _IS_PASS_FWDDELTA + fixed4 finalRGBA = fixed4(finalColor,0); + #endif +#elif _IS_CLIPPING_TRANSMODE +//DoubleShadeWithFeather_TransClipping + float Set_Opacity = saturate((_Inverse_Clipping_var+_Tweak_transparency)); + #ifdef _IS_PASS_FWDBASE + fixed4 finalRGBA = fixed4(finalColor,Set_Opacity); + #elif _IS_PASS_FWDDELTA + fixed4 finalRGBA = fixed4(finalColor * Set_Opacity,0); + #endif +#endif + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } diff --git a/Assets/Picola/Toon/Shader/UCTS_DoubleShadeWithFeather.cginc.meta b/Assets/Picola/Toon/Shader/UCTS_DoubleShadeWithFeather.cginc.meta new file mode 100644 index 00000000..31258edc --- /dev/null +++ b/Assets/Picola/Toon/Shader/UCTS_DoubleShadeWithFeather.cginc.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 80bd7ce6cad775a4e9de24e18eb5e61e +timeCreated: 1518248457 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/UCTS_DoubleShadeWithFeather.cginc + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/UCTS_Outline.cginc b/Assets/Picola/Toon/Shader/UCTS_Outline.cginc new file mode 100644 index 00000000..cb3efe53 --- /dev/null +++ b/Assets/Picola/Toon/Shader/UCTS_Outline.cginc @@ -0,0 +1,128 @@ +//UCTS_Outline.cginc +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +// 2018/08/23 N.Kobayashi (Unity Technologies Japan) +// カメラオフセット付きアウトライン(BaseColorライトカラー反映修正版) +// 2017/06/05 PS4対応版 +// Ver.2.0.4.3 +// 2018/02/05 Outline Tex対応版 +// #pragma multi_compile _IS_OUTLINE_CLIPPING_NO _IS_OUTLINE_CLIPPING_YES +// _IS_OUTLINE_CLIPPING_YESは、Clippigマスクを使用するシェーダーでのみ使用できる. OutlineのブレンドモードにBlend SrcAlpha OneMinusSrcAlphaを追加すること. +// + uniform float4 _LightColor0; + uniform float4 _BaseColor; + //v.2.0.7.5 + uniform float _Unlit_Intensity; + uniform fixed _Is_Filter_LightColor; + uniform fixed _Is_LightColor_Outline; + //v.2.0.5 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Outline_Width; + uniform float _Farthest_Distance; + uniform float _Nearest_Distance; + uniform sampler2D _Outline_Sampler; uniform float4 _Outline_Sampler_ST; + uniform float4 _Outline_Color; + uniform fixed _Is_BlendBaseColor; + uniform float _Offset_Z; + //v2.0.4 + uniform sampler2D _OutlineTex; uniform float4 _OutlineTex_ST; + uniform fixed _Is_OutlineTex; + //Baked Normal Texture for Outline + uniform sampler2D _BakedNormal; uniform float4 _BakedNormal_ST; + uniform fixed _Is_BakedNormal; + // +//v.2.0.4 +#ifdef _IS_OUTLINE_CLIPPING_YES + uniform sampler2D _ClippingMask; uniform float4 _ClippingMask_ST; + uniform float _Clipping_Level; + uniform fixed _Inverse_Clipping; + uniform fixed _IsBaseMapAlphaAsClippingMask; +#endif + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float3 normalDir : TEXCOORD1; + float3 tangentDir : TEXCOORD2; + float3 bitangentDir : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); + float2 Set_UV0 = o.uv0; + float4 _Outline_Sampler_var = tex2Dlod(_Outline_Sampler,float4(TRANSFORM_TEX(Set_UV0, _Outline_Sampler),0.0,0)); + //v.2.0.4.3 baked Normal Texture for Outline + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + float3x3 tangentTransform = float3x3( o.tangentDir, o.bitangentDir, o.normalDir); + //UnpackNormal()が使えないので、以下で展開。使うテクスチャはBump指定をしないこと. + float4 _BakedNormal_var = (tex2Dlod(_BakedNormal,float4(TRANSFORM_TEX(Set_UV0, _BakedNormal),0.0,0)) * 2 - 1); + float3 _BakedNormalDir = normalize(mul(_BakedNormal_var.rgb, tangentTransform)); + //ここまで. + float Set_Outline_Width = (_Outline_Width*0.001*smoothstep( _Farthest_Distance, _Nearest_Distance, distance(objPos.rgb,_WorldSpaceCameraPos) )*_Outline_Sampler_var.rgb).r; + //v.2.0.7.5 + float4 _ClipCameraPos = mul(UNITY_MATRIX_VP, float4(_WorldSpaceCameraPos.xyz, 1)); + //v.2.0.7 + #if defined(UNITY_REVERSED_Z) + //v.2.0.4.2 (DX) + _Offset_Z = _Offset_Z * -0.01; + #else + //OpenGL + _Offset_Z = _Offset_Z * 0.01; + #endif +//v2.0.4 +#ifdef _OUTLINE_NML + //v.2.0.4.3 baked Normal Texture for Outline + o.pos = UnityObjectToClipPos(lerp(float4(v.vertex.xyz + v.normal*Set_Outline_Width,1), float4(v.vertex.xyz + _BakedNormalDir*Set_Outline_Width,1),_Is_BakedNormal)); +#elif _OUTLINE_POS + Set_Outline_Width = Set_Outline_Width*2; + float signVar = dot(normalize(v.vertex),normalize(v.normal))<0 ? -1 : 1; + o.pos = UnityObjectToClipPos(float4(v.vertex.xyz + signVar*normalize(v.vertex)*Set_Outline_Width, 1)); +#endif + //v.2.0.7.5 + o.pos.z = o.pos.z + _Offset_Z * _ClipCameraPos.z; + return o; + } + float4 frag(VertexOutput i) : SV_Target{ + //v.2.0.5 + _Color = _BaseColor; + float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); + //v.2.0.7.5 + half3 ambientSkyColor = unity_AmbientSky.rgb>0.05 ? unity_AmbientSky.rgb*_Unlit_Intensity : half3(0.05,0.05,0.05)*_Unlit_Intensity; + float3 lightColor = _LightColor0.rgb >0.05 ? _LightColor0.rgb : ambientSkyColor.rgb; + float lightColorIntensity = (0.299*lightColor.r + 0.587*lightColor.g + 0.114*lightColor.b); + lightColor = lightColorIntensity<1 ? lightColor : lightColor/lightColorIntensity; + lightColor = lerp(half3(1.0,1.0,1.0), lightColor, _Is_LightColor_Outline); + float2 Set_UV0 = i.uv0; + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(Set_UV0, _MainTex)); + float3 Set_BaseColor = _BaseColor.rgb*_MainTex_var.rgb; + float3 _Is_BlendBaseColor_var = lerp( _Outline_Color.rgb*lightColor, (_Outline_Color.rgb*Set_BaseColor*Set_BaseColor*lightColor), _Is_BlendBaseColor ); + // + float3 _OutlineTex_var = tex2D(_OutlineTex,TRANSFORM_TEX(Set_UV0, _OutlineTex)); +//v.2.0.7.5 +#ifdef _IS_OUTLINE_CLIPPING_NO + float3 Set_Outline_Color = lerp(_Is_BlendBaseColor_var, _OutlineTex_var.rgb*_Outline_Color.rgb*lightColor, _Is_OutlineTex ); + return float4(Set_Outline_Color,1.0); +#elif _IS_OUTLINE_CLIPPING_YES + float4 _ClippingMask_var = tex2D(_ClippingMask,TRANSFORM_TEX(Set_UV0, _ClippingMask)); + float Set_MainTexAlpha = _MainTex_var.a; + float _IsBaseMapAlphaAsClippingMask_var = lerp( _ClippingMask_var.r, Set_MainTexAlpha, _IsBaseMapAlphaAsClippingMask ); + float _Inverse_Clipping_var = lerp( _IsBaseMapAlphaAsClippingMask_var, (1.0 - _IsBaseMapAlphaAsClippingMask_var), _Inverse_Clipping ); + float Set_Clipping = saturate((_Inverse_Clipping_var+_Clipping_Level)); + clip(Set_Clipping - 0.5); + float4 Set_Outline_Color = lerp( float4(_Is_BlendBaseColor_var,Set_Clipping), float4((_OutlineTex_var.rgb*_Outline_Color.rgb*lightColor),Set_Clipping), _Is_OutlineTex ); + return Set_Outline_Color; +#endif + } +// UCTS_Outline.cginc ここまで. diff --git a/Assets/Picola/Toon/Shader/UCTS_Outline.cginc.meta b/Assets/Picola/Toon/Shader/UCTS_Outline.cginc.meta new file mode 100644 index 00000000..a34ea509 --- /dev/null +++ b/Assets/Picola/Toon/Shader/UCTS_Outline.cginc.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: ec7b5c1d006f6be49b412bcd7a789c78 +timeCreated: 1486305225 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/UCTS_Outline.cginc + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/UCTS_ShadingGradeMap.cginc b/Assets/Picola/Toon/Shader/UCTS_ShadingGradeMap.cginc new file mode 100644 index 00000000..50077bef --- /dev/null +++ b/Assets/Picola/Toon/Shader/UCTS_ShadingGradeMap.cginc @@ -0,0 +1,486 @@ +//UCTS_ShadingGradeMap.cginc +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +//#pragma multi_compile _IS_TRANSCLIPPING_OFF _IS_TRANSCLIPPING_ON +//#pragma multi_compile _IS_ANGELRING_OFF _IS_ANGELRING_ON +//#pragma multi_compile _IS_PASS_FWDBASE _IS_PASS_FWDDELTA +//#include "UCTS_ShadingGradeMap.cginc" + + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float4 _BaseColor; + //v.2.0.5 + uniform float4 _Color; + uniform fixed _Use_BaseAs1st; + uniform fixed _Use_1stAs2nd; + // + uniform fixed _Is_LightColor_Base; + uniform sampler2D _1st_ShadeMap; uniform float4 _1st_ShadeMap_ST; + uniform float4 _1st_ShadeColor; + uniform fixed _Is_LightColor_1st_Shade; + uniform sampler2D _2nd_ShadeMap; uniform float4 _2nd_ShadeMap_ST; + uniform float4 _2nd_ShadeColor; + uniform fixed _Is_LightColor_2nd_Shade; + uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST; + uniform fixed _Is_NormalMapToBase; + uniform fixed _Set_SystemShadowsToBase; + uniform float _Tweak_SystemShadowsLevel; + uniform sampler2D _ShadingGradeMap; uniform float4 _ShadingGradeMap_ST; + //v.2.0.6 + uniform float _Tweak_ShadingGradeMapLevel; + uniform fixed _BlurLevelSGM; + // + uniform float _1st_ShadeColor_Step; + uniform float _1st_ShadeColor_Feather; + uniform float _2nd_ShadeColor_Step; + uniform float _2nd_ShadeColor_Feather; + uniform float4 _HighColor; + uniform sampler2D _HighColor_Tex; uniform float4 _HighColor_Tex_ST; + uniform fixed _Is_LightColor_HighColor; + uniform fixed _Is_NormalMapToHighColor; + uniform float _HighColor_Power; + uniform fixed _Is_SpecularToHighColor; + uniform fixed _Is_BlendAddToHiColor; + uniform fixed _Is_UseTweakHighColorOnShadow; + uniform float _TweakHighColorOnShadow; + uniform sampler2D _Set_HighColorMask; uniform float4 _Set_HighColorMask_ST; + uniform float _Tweak_HighColorMaskLevel; + uniform fixed _RimLight; + uniform float4 _RimLightColor; + uniform fixed _Is_LightColor_RimLight; + uniform fixed _Is_NormalMapToRimLight; + uniform float _RimLight_Power; + uniform float _RimLight_InsideMask; + uniform fixed _RimLight_FeatherOff; + uniform fixed _LightDirection_MaskOn; + uniform float _Tweak_LightDirection_MaskLevel; + uniform fixed _Add_Antipodean_RimLight; + uniform float4 _Ap_RimLightColor; + uniform fixed _Is_LightColor_Ap_RimLight; + uniform float _Ap_RimLight_Power; + uniform fixed _Ap_RimLight_FeatherOff; + uniform sampler2D _Set_RimLightMask; uniform float4 _Set_RimLightMask_ST; + uniform float _Tweak_RimLightMaskLevel; + uniform fixed _MatCap; + uniform sampler2D _MatCap_Sampler; uniform float4 _MatCap_Sampler_ST; + uniform float4 _MatCapColor; + uniform fixed _Is_LightColor_MatCap; + uniform fixed _Is_BlendAddToMatCap; + uniform float _Tweak_MatCapUV; + uniform float _Rotate_MatCapUV; + uniform fixed _Is_NormalMapForMatCap; + uniform sampler2D _NormalMapForMatCap; uniform float4 _NormalMapForMatCap_ST; + uniform float _Rotate_NormalMapForMatCapUV; + uniform fixed _Is_UseTweakMatCapOnShadow; + uniform float _TweakMatCapOnShadow; + //MatcapMask + uniform sampler2D _Set_MatcapMask; uniform float4 _Set_MatcapMask_ST; + uniform float _Tweak_MatcapMaskLevel; + //v.2.0.5 + uniform fixed _Is_Ortho; + //v.2.0.6 + uniform float _CameraRolling_Stabilizer; + uniform fixed _BlurLevelMatcap; + uniform fixed _Inverse_MatcapMask; + uniform float _BumpScale; + uniform float _BumpScaleMatcap; + //Emissive + uniform sampler2D _Emissive_Tex; uniform float4 _Emissive_Tex_ST; + uniform float4 _Emissive_Color; + //v.2.0.7 + uniform fixed _Is_ViewCoord_Scroll; + uniform float _Rotate_EmissiveUV; + uniform float _Base_Speed; + uniform float _Scroll_EmissiveU; + uniform float _Scroll_EmissiveV; + uniform fixed _Is_PingPong_Base; + uniform float4 _ColorShift; + uniform float4 _ViewShift; + uniform float _ColorShift_Speed; + uniform fixed _Is_ColorShift; + uniform fixed _Is_ViewShift; + uniform float3 emissive; + // + uniform float _Unlit_Intensity; + //v.2.0.5 + uniform fixed _Is_Filter_HiCutPointLightColor; + uniform fixed _Is_Filter_LightColor; + //v.2.0.4.4 + uniform float _StepOffset; + uniform fixed _Is_BLD; + uniform float _Offset_X_Axis_BLD; + uniform float _Offset_Y_Axis_BLD; + uniform fixed _Inverse_Z_Axis_BLD; +//v.2.0.4 +#ifdef _IS_TRANSCLIPPING_OFF +// +#elif _IS_TRANSCLIPPING_ON + uniform sampler2D _ClippingMask; uniform float4 _ClippingMask_ST; + uniform fixed _IsBaseMapAlphaAsClippingMask; + uniform float _Clipping_Level; + uniform fixed _Inverse_Clipping; + uniform float _Tweak_transparency; +#endif + + // UV回転をする関数:RotateUV() + //float2 rotatedUV = RotateUV(i.uv0, (_angular_Verocity*3.141592654), float2(0.5, 0.5), _Time.g); + float2 RotateUV(float2 _uv, float _radian, float2 _piv, float _time) + { + float RotateUV_ang = _radian; + float RotateUV_cos = cos(_time*RotateUV_ang); + float RotateUV_sin = sin(_time*RotateUV_ang); + return (mul(_uv - _piv, float2x2( RotateUV_cos, -RotateUV_sin, RotateUV_sin, RotateUV_cos)) + _piv); + } + // + fixed3 DecodeLightProbe( fixed3 N ){ + return ShadeSH9(float4(N,1)); + } + + uniform float _GI_Intensity; +//v.2.0.4 +#ifdef _IS_ANGELRING_OFF +// +#elif _IS_ANGELRING_ON + uniform fixed _AngelRing; + uniform sampler2D _AngelRing_Sampler; uniform float4 _AngelRing_Sampler_ST; + uniform float4 _AngelRing_Color; + uniform fixed _Is_LightColor_AR; + uniform float _AR_OffsetU; + uniform float _AR_OffsetV; + uniform fixed _ARSampler_AlphaOn; + +#endif + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; +//v.2.0.4 +#ifdef _IS_ANGELRING_OFF +// +#elif _IS_ANGELRING_ON + float2 texcoord1 : TEXCOORD1; +#endif + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; +//v.2.0.4 +#ifdef _IS_ANGELRING_OFF + float4 posWorld : TEXCOORD1; + float3 normalDir : TEXCOORD2; + float3 tangentDir : TEXCOORD3; + float3 bitangentDir : TEXCOORD4; + //v.2.0.7 + float mirrorFlag : TEXCOORD5; + LIGHTING_COORDS(6,7) + UNITY_FOG_COORDS(8) + // +#elif _IS_ANGELRING_ON + float2 uv1 : TEXCOORD1; + float4 posWorld : TEXCOORD2; + float3 normalDir : TEXCOORD3; + float3 tangentDir : TEXCOORD4; + float3 bitangentDir : TEXCOORD5; + //v.2.0.7 + float mirrorFlag : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + // +#endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; +//v.2.0.4 +#ifdef _IS_ANGELRING_OFF +// +#elif _IS_ANGELRING_ON + o.uv1 = v.texcoord1; +#endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos( v.vertex ); + //v.2.0.7 鏡の中判定(右手座標系か、左手座標系かの判定)o.mirrorFlag = -1 なら鏡の中. + float3 crossFwd = cross(UNITY_MATRIX_V[0], UNITY_MATRIX_V[1]); + o.mirrorFlag = dot(crossFwd, UNITY_MATRIX_V[2]) < 0 ? 1 : -1; + // + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i, fixed facing : VFACE) : SV_TARGET { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float2 Set_UV0 = i.uv0; + //v.2.0.6 + float3 _NormalMap_var = UnpackScaleNormal(tex2D(_NormalMap,TRANSFORM_TEX(Set_UV0, _NormalMap)), _BumpScale); + float3 normalLocal = _NormalMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(Set_UV0, _MainTex)); +//v.2.0.4 +#ifdef _IS_TRANSCLIPPING_OFF +// +#elif _IS_TRANSCLIPPING_ON + float4 _ClippingMask_var = tex2D(_ClippingMask,TRANSFORM_TEX(Set_UV0, _ClippingMask)); + float Set_MainTexAlpha = _MainTex_var.a; + float _IsBaseMapAlphaAsClippingMask_var = lerp( _ClippingMask_var.r, Set_MainTexAlpha, _IsBaseMapAlphaAsClippingMask ); + float _Inverse_Clipping_var = lerp( _IsBaseMapAlphaAsClippingMask_var, (1.0 - _IsBaseMapAlphaAsClippingMask_var), _Inverse_Clipping ); + float Set_Clipping = saturate((_Inverse_Clipping_var+_Clipping_Level)); + clip(Set_Clipping - 0.5); +#endif + + UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz); +//v.2.0.4 +#ifdef _IS_PASS_FWDBASE + float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz); + //v.2.0.5 + float3 defaultLightColor = saturate(max(half3(0.05,0.05,0.05)*_Unlit_Intensity,max(ShadeSH9(half4(0.0, 0.0, 0.0, 1.0)),ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)).rgb)*_Unlit_Intensity)); + float3 customLightDirection = normalize(mul( unity_ObjectToWorld, float4(((float3(1.0,0.0,0.0)*_Offset_X_Axis_BLD*10)+(float3(0.0,1.0,0.0)*_Offset_Y_Axis_BLD*10)+(float3(0.0,0.0,-1.0)*lerp(-1.0,1.0,_Inverse_Z_Axis_BLD))),0)).xyz); + float3 lightDirection = normalize(lerp(defaultLightDirection,_WorldSpaceLightPos0.xyz,any(_WorldSpaceLightPos0.xyz))); + lightDirection = lerp(lightDirection, customLightDirection, _Is_BLD); + //v.2.0.5: + float3 lightColor = lerp(max(defaultLightColor,_LightColor0.rgb),max(defaultLightColor,saturate(_LightColor0.rgb)),_Is_Filter_LightColor); +#elif _IS_PASS_FWDDELTA + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + //v.2.0.5: + float3 addPassLightColor = (0.5*dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToBase ), lightDirection)+0.5) * _LightColor0.rgb * attenuation; + float pureIntencity = max(0.001,(0.299*_LightColor0.r + 0.587*_LightColor0.g + 0.114*_LightColor0.b)); + float3 lightColor = max(0, lerp(addPassLightColor, lerp(0,min(addPassLightColor,addPassLightColor/pureIntencity),_WorldSpaceLightPos0.w),_Is_Filter_LightColor)); +#endif +////// Lighting: + float3 halfDirection = normalize(viewDirection+lightDirection); + //v.2.0.5 + _Color = _BaseColor; + +#ifdef _IS_PASS_FWDBASE + float3 Set_LightColor = lightColor.rgb; + float3 Set_BaseColor = lerp( (_MainTex_var.rgb*_BaseColor.rgb), ((_MainTex_var.rgb*_BaseColor.rgb)*Set_LightColor), _Is_LightColor_Base ); + //v.2.0.5 + float4 _1st_ShadeMap_var = lerp(tex2D(_1st_ShadeMap,TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)),_MainTex_var,_Use_BaseAs1st); + float3 _Is_LightColor_1st_Shade_var = lerp( (_1st_ShadeMap_var.rgb*_1st_ShadeColor.rgb), ((_1st_ShadeMap_var.rgb*_1st_ShadeColor.rgb)*Set_LightColor), _Is_LightColor_1st_Shade ); + float _HalfLambert_var = 0.5*dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToBase ),lightDirection)+0.5; // Half Lambert + //float4 _ShadingGradeMap_var = tex2D(_ShadingGradeMap,TRANSFORM_TEX(Set_UV0, _ShadingGradeMap)); + //v.2.0.6 + float4 _ShadingGradeMap_var = tex2Dlod(_ShadingGradeMap,float4(TRANSFORM_TEX(Set_UV0, _ShadingGradeMap),0.0,_BlurLevelSGM)); + //v.2.0.6 + //Minmimum value is same as the Minimum Feather's value with the Minimum Step's value as threshold. + float _SystemShadowsLevel_var = (attenuation*0.5)+0.5+_Tweak_SystemShadowsLevel > 0.001 ? (attenuation*0.5)+0.5+_Tweak_SystemShadowsLevel : 0.0001; + float _ShadingGradeMapLevel_var = _ShadingGradeMap_var.r < 0.95 ? _ShadingGradeMap_var.r+_Tweak_ShadingGradeMapLevel : 1; + float Set_ShadingGrade = saturate(_ShadingGradeMapLevel_var)*lerp( _HalfLambert_var, (_HalfLambert_var*saturate(_SystemShadowsLevel_var)), _Set_SystemShadowsToBase ); + // + float Set_FinalShadowMask = saturate((1.0 + ( (Set_ShadingGrade - (_1st_ShadeColor_Step-_1st_ShadeColor_Feather)) * (0.0 - 1.0) ) / (_1st_ShadeColor_Step - (_1st_ShadeColor_Step-_1st_ShadeColor_Feather)))); // Base and 1st Shade Mask + float3 _BaseColor_var = lerp(Set_BaseColor,_Is_LightColor_1st_Shade_var,Set_FinalShadowMask); + //v.2.0.5 + float4 _2nd_ShadeMap_var = lerp(tex2D(_2nd_ShadeMap,TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)),_1st_ShadeMap_var,_Use_1stAs2nd); + float Set_ShadeShadowMask = saturate((1.0 + ( (Set_ShadingGrade - (_2nd_ShadeColor_Step-_2nd_ShadeColor_Feather)) * (0.0 - 1.0) ) / (_2nd_ShadeColor_Step - (_2nd_ShadeColor_Step-_2nd_ShadeColor_Feather)))); // 1st and 2nd Shades Mask + //Composition: 3 Basic Colors as Set_FinalBaseColor + float3 Set_FinalBaseColor = lerp(_BaseColor_var,lerp(_Is_LightColor_1st_Shade_var,lerp( (_2nd_ShadeMap_var.rgb*_2nd_ShadeColor.rgb), ((_2nd_ShadeMap_var.rgb*_2nd_ShadeColor.rgb)*Set_LightColor), _Is_LightColor_2nd_Shade ),Set_ShadeShadowMask),Set_FinalShadowMask); + float4 _Set_HighColorMask_var = tex2D(_Set_HighColorMask,TRANSFORM_TEX(Set_UV0, _Set_HighColorMask)); + float _Specular_var = 0.5*dot(halfDirection,lerp( i.normalDir, normalDirection, _Is_NormalMapToHighColor ))+0.5; // Specular + float _TweakHighColorMask_var = (saturate((_Set_HighColorMask_var.g+_Tweak_HighColorMaskLevel))*lerp( (1.0 - step(_Specular_var,(1.0 - pow(_HighColor_Power,5)))), pow(_Specular_var,exp2(lerp(11,1,_HighColor_Power))), _Is_SpecularToHighColor )); + float4 _HighColor_Tex_var = tex2D(_HighColor_Tex,TRANSFORM_TEX(Set_UV0, _HighColor_Tex)); + float3 _HighColor_var = (lerp( (_HighColor_Tex_var.rgb*_HighColor.rgb), ((_HighColor_Tex_var.rgb*_HighColor.rgb)*Set_LightColor), _Is_LightColor_HighColor )*_TweakHighColorMask_var); + //Composition: 3 Basic Colors and HighColor as Set_HighColor + float3 Set_HighColor = (lerp( saturate((Set_FinalBaseColor-_TweakHighColorMask_var)), Set_FinalBaseColor, lerp(_Is_BlendAddToHiColor,1.0,_Is_SpecularToHighColor) )+lerp( _HighColor_var, (_HighColor_var*((1.0 - Set_FinalShadowMask)+(Set_FinalShadowMask*_TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow )); + float4 _Set_RimLightMask_var = tex2D(_Set_RimLightMask,TRANSFORM_TEX(Set_UV0, _Set_RimLightMask)); + float3 _Is_LightColor_RimLight_var = lerp( _RimLightColor.rgb, (_RimLightColor.rgb*Set_LightColor), _Is_LightColor_RimLight ); + float _RimArea_var = (1.0 - dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToRimLight ),viewDirection)); + float _RimLightPower_var = pow(_RimArea_var,exp2(lerp(3,0,_RimLight_Power))); + float _Rimlight_InsideMask_var = saturate(lerp( (0.0 + ( (_RimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0) ) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask,_RimLightPower_var), _RimLight_FeatherOff )); + float _VertHalfLambert_var = 0.5*dot(i.normalDir,lightDirection)+0.5; + float3 _LightDirection_MaskOn_var = lerp( (_Is_LightColor_RimLight_var*_Rimlight_InsideMask_var), (_Is_LightColor_RimLight_var*saturate((_Rimlight_InsideMask_var-((1.0 - _VertHalfLambert_var)+_Tweak_LightDirection_MaskLevel)))), _LightDirection_MaskOn ); + float _ApRimLightPower_var = pow(_RimArea_var,exp2(lerp(3,0,_Ap_RimLight_Power))); + float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g+_Tweak_RimLightMaskLevel))*lerp( _LightDirection_MaskOn_var, (_LightDirection_MaskOn_var+(lerp( _Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb*Set_LightColor), _Is_LightColor_Ap_RimLight )*saturate((lerp( (0.0 + ( (_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0) ) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask,_ApRimLightPower_var), _Ap_RimLight_FeatherOff )-(saturate(_VertHalfLambert_var)+_Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight )); + //Composition: HighColor and RimLight as _RimLight_var + float3 _RimLight_var = lerp( Set_HighColor, (Set_HighColor+Set_RimLight), _RimLight ); + //Matcap + //v.2.0.6 : CameraRolling Stabilizer + //鏡スクリプト判定:_sign_Mirror = -1 なら、鏡の中と判定. + //v.2.0.7 + fixed _sign_Mirror = i.mirrorFlag; + // + float3 _Camera_Right = UNITY_MATRIX_V[0].xyz; + float3 _Camera_Front = UNITY_MATRIX_V[2].xyz; + float3 _Up_Unit = float3(0, 1, 0); + float3 _Right_Axis = cross(_Camera_Front, _Up_Unit); + //鏡の中なら反転. + if(_sign_Mirror < 0){ + _Right_Axis = -1 * _Right_Axis; + _Rotate_MatCapUV = -1 * _Rotate_MatCapUV; + }else{ + _Right_Axis = _Right_Axis; + } + float _Camera_Right_Magnitude = sqrt(_Camera_Right.x*_Camera_Right.x + _Camera_Right.y*_Camera_Right.y + _Camera_Right.z*_Camera_Right.z); + float _Right_Axis_Magnitude = sqrt(_Right_Axis.x*_Right_Axis.x + _Right_Axis.y*_Right_Axis.y + _Right_Axis.z*_Right_Axis.z); + float _Camera_Roll_Cos = dot(_Right_Axis, _Camera_Right) / (_Right_Axis_Magnitude * _Camera_Right_Magnitude); + float _Camera_Roll = acos(clamp(_Camera_Roll_Cos, -1, 1)); + fixed _Camera_Dir = _Camera_Right.y < 0 ? -1 : 1; + float _Rot_MatCapUV_var_ang = (_Rotate_MatCapUV*3.141592654) - _Camera_Dir*_Camera_Roll*_CameraRolling_Stabilizer; + //v.2.0.7 + float2 _Rot_MatCapNmUV_var = RotateUV(Set_UV0, (_Rotate_NormalMapForMatCapUV*3.141592654), float2(0.5, 0.5), 1.0); + //V.2.0.6 + float3 _NormalMapForMatCap_var = UnpackScaleNormal(tex2D(_NormalMapForMatCap,TRANSFORM_TEX(_Rot_MatCapNmUV_var, _NormalMapForMatCap)),_BumpScaleMatcap); + //v.2.0.5: MatCap with camera skew correction + float3 viewNormal = (mul(UNITY_MATRIX_V, float4(lerp( i.normalDir, mul( _NormalMapForMatCap_var.rgb, tangentTransform ).rgb, _Is_NormalMapForMatCap ),0))).rgb; + float3 NormalBlend_MatcapUV_Detail = viewNormal.rgb * float3(-1,-1,1); + float3 NormalBlend_MatcapUV_Base = (mul( UNITY_MATRIX_V, float4(viewDirection,0) ).rgb*float3(-1,-1,1)) + float3(0,0,1); + float3 noSknewViewNormal = NormalBlend_MatcapUV_Base*dot(NormalBlend_MatcapUV_Base, NormalBlend_MatcapUV_Detail)/NormalBlend_MatcapUV_Base.b - NormalBlend_MatcapUV_Detail; + float2 _ViewNormalAsMatCapUV = (lerp(noSknewViewNormal,viewNormal,_Is_Ortho).rg*0.5)+0.5; + // + //v.2.0.7 + float2 _Rot_MatCapUV_var = RotateUV((0.0 + ((_ViewNormalAsMatCapUV - (0.0+_Tweak_MatCapUV)) * (1.0 - 0.0) ) / ((1.0-_Tweak_MatCapUV) - (0.0+_Tweak_MatCapUV))), _Rot_MatCapUV_var_ang, float2(0.5, 0.5), 1.0); + //鏡の中ならUV左右反転. + if(_sign_Mirror < 0){ + _Rot_MatCapUV_var.x = 1-_Rot_MatCapUV_var.x; + }else{ + _Rot_MatCapUV_var = _Rot_MatCapUV_var; + } + //v.2.0.6 : LOD of Matcap + float4 _MatCap_Sampler_var = tex2Dlod(_MatCap_Sampler,float4(TRANSFORM_TEX(_Rot_MatCapUV_var, _MatCap_Sampler),0.0,_BlurLevelMatcap)); + // + //MatcapMask + float4 _Set_MatcapMask_var = tex2D(_Set_MatcapMask,TRANSFORM_TEX(Set_UV0, _Set_MatcapMask)); + float _Tweak_MatcapMaskLevel_var = saturate(lerp(_Set_MatcapMask_var.g, (1.0 - _Set_MatcapMask_var.g), _Inverse_MatcapMask) + _Tweak_MatcapMaskLevel); + float3 _Is_LightColor_MatCap_var = lerp( (_MatCap_Sampler_var.rgb*_MatCapColor.rgb), ((_MatCap_Sampler_var.rgb*_MatCapColor.rgb)*Set_LightColor), _Is_LightColor_MatCap ); + //v.2.0.6 : ShadowMask on Matcap in Blend mode : multiply + float3 Set_MatCap = lerp( _Is_LightColor_MatCap_var, (_Is_LightColor_MatCap_var*((1.0 - Set_FinalShadowMask)+(Set_FinalShadowMask*_TweakMatCapOnShadow)) + lerp(Set_HighColor*Set_FinalShadowMask*(1.0-_TweakMatCapOnShadow), float3(0.0, 0.0, 0.0), _Is_BlendAddToMatCap)), _Is_UseTweakMatCapOnShadow ); + // + //v.2.0.6 + //Composition: RimLight and MatCap as finalColor + //Broke down finalColor composition + float3 matCapColorOnAddMode = _RimLight_var+Set_MatCap*_Tweak_MatcapMaskLevel_var; + float _Tweak_MatcapMaskLevel_var_MultiplyMode = _Tweak_MatcapMaskLevel_var * lerp (1, (1 - (Set_FinalShadowMask)*(1 - _TweakMatCapOnShadow)), _Is_UseTweakMatCapOnShadow); + float3 matCapColorOnMultiplyMode = Set_HighColor*(1-_Tweak_MatcapMaskLevel_var_MultiplyMode) + Set_HighColor*Set_MatCap*_Tweak_MatcapMaskLevel_var_MultiplyMode + lerp(float3(0,0,0),Set_RimLight,_RimLight); + float3 matCapColorFinal = lerp(matCapColorOnMultiplyMode, matCapColorOnAddMode, _Is_BlendAddToMatCap); +//v.2.0.4 +#ifdef _IS_ANGELRING_OFF + float3 finalColor = lerp(_RimLight_var, matCapColorFinal, _MatCap);// Final Composition before Emissive + // +#elif _IS_ANGELRING_ON + float3 finalColor = lerp(_RimLight_var, matCapColorFinal, _MatCap);// Final Composition before AR + //v.2.0.7 AR Camera Rolling Stabilizer + float3 _AR_OffsetU_var = lerp(mul(UNITY_MATRIX_V, float4(i.normalDir,0)).xyz,float3(0,0,1),_AR_OffsetU); + float2 AR_VN = _AR_OffsetU_var.xy*0.5 + float2(0.5,0.5); + float2 AR_VN_Rotate = RotateUV(AR_VN, -(_Camera_Dir*_Camera_Roll), float2(0.5,0.5), 1.0); + float2 _AR_OffsetV_var = float2(AR_VN_Rotate.x, lerp(i.uv1.y, AR_VN_Rotate.y, _AR_OffsetV)); + float4 _AngelRing_Sampler_var = tex2D(_AngelRing_Sampler,TRANSFORM_TEX(_AR_OffsetV_var, _AngelRing_Sampler)); + float3 _Is_LightColor_AR_var = lerp( (_AngelRing_Sampler_var.rgb*_AngelRing_Color.rgb), ((_AngelRing_Sampler_var.rgb*_AngelRing_Color.rgb)*Set_LightColor), _Is_LightColor_AR ); + float3 Set_AngelRing = _Is_LightColor_AR_var; + float Set_ARtexAlpha = _AngelRing_Sampler_var.a; + float3 Set_AngelRingWithAlpha = (_Is_LightColor_AR_var*_AngelRing_Sampler_var.a); + //Composition: MatCap and AngelRing as finalColor + finalColor = lerp(finalColor, lerp((finalColor + Set_AngelRing), ((finalColor*(1.0 - Set_ARtexAlpha))+Set_AngelRingWithAlpha), _ARSampler_AlphaOn ), _AngelRing );// Final Composition before Emissive +#endif +//v.2.0.7 +#ifdef _EMISSIVE_SIMPLE + float4 _Emissive_Tex_var = tex2D(_Emissive_Tex,TRANSFORM_TEX(Set_UV0, _Emissive_Tex)); + float emissiveMask = _Emissive_Tex_var.a; + emissive = _Emissive_Tex_var.rgb * _Emissive_Color.rgb * emissiveMask; +#elif _EMISSIVE_ANIMATION + //v.2.0.7 Calculation View Coord UV for Scroll + float3 viewNormal_Emissive = (mul(UNITY_MATRIX_V, float4(i.normalDir,0))).xyz; + float3 NormalBlend_Emissive_Detail = viewNormal_Emissive * float3(-1,-1,1); + float3 NormalBlend_Emissive_Base = (mul( UNITY_MATRIX_V, float4(viewDirection,0)).xyz*float3(-1,-1,1)) + float3(0,0,1); + float3 noSknewViewNormal_Emissive = NormalBlend_Emissive_Base*dot(NormalBlend_Emissive_Base, NormalBlend_Emissive_Detail)/NormalBlend_Emissive_Base.z - NormalBlend_Emissive_Detail; + float2 _ViewNormalAsEmissiveUV = noSknewViewNormal_Emissive.xy*0.5+0.5; + float2 _ViewCoord_UV = RotateUV(_ViewNormalAsEmissiveUV, -(_Camera_Dir*_Camera_Roll), float2(0.5,0.5), 1.0); + //鏡の中ならUV左右反転. + if(_sign_Mirror < 0){ + _ViewCoord_UV.x = 1-_ViewCoord_UV.x; + }else{ + _ViewCoord_UV = _ViewCoord_UV; + } + float2 emissive_uv = lerp(i.uv0, _ViewCoord_UV, _Is_ViewCoord_Scroll); + // + float4 _time_var = _Time; + float _base_Speed_var = (_time_var.g*_Base_Speed); + float _Is_PingPong_Base_var = lerp(_base_Speed_var, sin(_base_Speed_var), _Is_PingPong_Base ); + float2 scrolledUV = emissive_uv + float2(_Scroll_EmissiveU, _Scroll_EmissiveV)*_Is_PingPong_Base_var; + float rotateVelocity = _Rotate_EmissiveUV*3.141592654; + float2 _rotate_EmissiveUV_var = RotateUV(scrolledUV, rotateVelocity, float2(0.5, 0.5), _Is_PingPong_Base_var); + float4 _Emissive_Tex_var = tex2D(_Emissive_Tex,TRANSFORM_TEX(Set_UV0, _Emissive_Tex)); + float emissiveMask = _Emissive_Tex_var.a; + _Emissive_Tex_var = tex2D(_Emissive_Tex,TRANSFORM_TEX(_rotate_EmissiveUV_var, _Emissive_Tex)); + float _colorShift_Speed_var = 1.0 - cos(_time_var.g*_ColorShift_Speed); + float viewShift_var = smoothstep( 0.0, 1.0, max(0,dot(normalDirection,viewDirection))); + float4 colorShift_Color = lerp(_Emissive_Color, lerp(_Emissive_Color, _ColorShift, _colorShift_Speed_var), _Is_ColorShift); + float4 viewShift_Color = lerp(_ViewShift, colorShift_Color, viewShift_var); + float4 emissive_Color = lerp(colorShift_Color, viewShift_Color, _Is_ViewShift); + emissive = emissive_Color.rgb * _Emissive_Tex_var.rgb * emissiveMask; +#endif +// + //v.2.0.6: GI_Intensity with Intensity Multiplier Filter + float3 envLightColor = DecodeLightProbe(normalDirection) < float3(1,1,1) ? DecodeLightProbe(normalDirection) : float3(1,1,1); + float envLightIntensity = 0.299*envLightColor.r + 0.587*envLightColor.g + 0.114*envLightColor.b <1 ? (0.299*envLightColor.r + 0.587*envLightColor.g + 0.114*envLightColor.b) : 1; + //Final Composition + finalColor = saturate(finalColor) + (envLightColor*envLightIntensity*_GI_Intensity*smoothstep(1,0,envLightIntensity/2)) + emissive; + + +#elif _IS_PASS_FWDDELTA + //v.2.0.4.4 + _1st_ShadeColor_Step = saturate(_1st_ShadeColor_Step + _StepOffset); + _2nd_ShadeColor_Step = saturate(_2nd_ShadeColor_Step + _StepOffset); + // + //v.2.0.5: If Added lights is directional, set 0 as _LightIntensity + float _LightIntensity = lerp(0,(0.299*_LightColor0.r + 0.587*_LightColor0.g + 0.114*_LightColor0.b)*attenuation,_WorldSpaceLightPos0.w) ; + //v.2.0.5: Filtering the high intensity zone of PointLights + float3 Set_LightColor = lerp(lightColor,lerp(lightColor,min(lightColor,_LightColor0.rgb*attenuation*_1st_ShadeColor_Step),_WorldSpaceLightPos0.w),_Is_Filter_HiCutPointLightColor); + // + float3 Set_BaseColor = lerp( (_MainTex_var.rgb*_BaseColor.rgb*_LightIntensity), ((_MainTex_var.rgb*_BaseColor.rgb)*Set_LightColor), _Is_LightColor_Base ); + //v.2.0.5 + float4 _1st_ShadeMap_var = lerp(tex2D(_1st_ShadeMap,TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)),_MainTex_var,_Use_BaseAs1st); + float3 _Is_LightColor_1st_Shade_var = lerp( (_1st_ShadeMap_var.rgb*_1st_ShadeColor.rgb*_LightIntensity), ((_1st_ShadeMap_var.rgb*_1st_ShadeColor.rgb)*Set_LightColor), _Is_LightColor_1st_Shade ); + float _HalfLambert_var = 0.5*dot(lerp( i.normalDir, normalDirection, _Is_NormalMapToBase ),lightDirection)+0.5; // Half Lambert + //v.2.0.6 + float4 _ShadingGradeMap_var = tex2Dlod(_ShadingGradeMap,float4(TRANSFORM_TEX(Set_UV0, _ShadingGradeMap),0.0,_BlurLevelSGM)); + //v.2.0.6 + float _ShadingGradeMapLevel_var = _ShadingGradeMap_var.r < 0.95 ? _ShadingGradeMap_var.r+_Tweak_ShadingGradeMapLevel : 1; + float Set_ShadingGrade = saturate(_ShadingGradeMapLevel_var)*lerp( _HalfLambert_var, (_HalfLambert_var*saturate(1.0+_Tweak_SystemShadowsLevel)), _Set_SystemShadowsToBase ); + // + float Set_FinalShadowMask = saturate((1.0 + ( (Set_ShadingGrade - (_1st_ShadeColor_Step-_1st_ShadeColor_Feather)) * (0.0 - 1.0) ) / (_1st_ShadeColor_Step - (_1st_ShadeColor_Step-_1st_ShadeColor_Feather)))); // Base and 1st Shade Mask + float3 _BaseColor_var = lerp(Set_BaseColor,_Is_LightColor_1st_Shade_var,Set_FinalShadowMask); + //v.2.0.5 + float4 _2nd_ShadeMap_var = lerp(tex2D(_2nd_ShadeMap,TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)),_1st_ShadeMap_var,_Use_1stAs2nd); + float Set_ShadeShadowMask = saturate((1.0 + ( (Set_ShadingGrade - (_2nd_ShadeColor_Step-_2nd_ShadeColor_Feather)) * (0.0 - 1.0) ) / (_2nd_ShadeColor_Step - (_2nd_ShadeColor_Step-_2nd_ShadeColor_Feather)))); // 1st and 2nd Shades Mask + //Composition: 3 Basic Colors as finalColor + float3 finalColor = lerp(_BaseColor_var,lerp(_Is_LightColor_1st_Shade_var,lerp( (_2nd_ShadeMap_var.rgb*_2nd_ShadeColor.rgb*_LightIntensity), ((_2nd_ShadeMap_var.rgb*_2nd_ShadeColor.rgb)*Set_LightColor), _Is_LightColor_2nd_Shade ),Set_ShadeShadowMask),Set_FinalShadowMask); + + //v.2.0.6: Add HighColor if _Is_Filter_HiCutPointLightColor is False + float4 _Set_HighColorMask_var = tex2D(_Set_HighColorMask,TRANSFORM_TEX(Set_UV0, _Set_HighColorMask)); + float _Specular_var = 0.5*dot(halfDirection,lerp( i.normalDir, normalDirection, _Is_NormalMapToHighColor ))+0.5; // Specular + float _TweakHighColorMask_var = (saturate((_Set_HighColorMask_var.g+_Tweak_HighColorMaskLevel))*lerp( (1.0 - step(_Specular_var,(1.0 - pow(_HighColor_Power,5)))), pow(_Specular_var,exp2(lerp(11,1,_HighColor_Power))), _Is_SpecularToHighColor )); + float4 _HighColor_Tex_var = tex2D(_HighColor_Tex,TRANSFORM_TEX(Set_UV0, _HighColor_Tex)); + float3 _HighColor_var = (lerp( (_HighColor_Tex_var.rgb*_HighColor.rgb), ((_HighColor_Tex_var.rgb*_HighColor.rgb)*Set_LightColor), _Is_LightColor_HighColor )*_TweakHighColorMask_var); + finalColor = finalColor + lerp(lerp( _HighColor_var, (_HighColor_var*((1.0 - Set_FinalShadowMask)+(Set_FinalShadowMask*_TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow ),float3(0,0,0),_Is_Filter_HiCutPointLightColor); + // + + finalColor = saturate(finalColor); +#endif + + +//v.2.0.4 +#ifdef _IS_TRANSCLIPPING_OFF + #ifdef _IS_PASS_FWDBASE + fixed4 finalRGBA = fixed4(finalColor,1); + #elif _IS_PASS_FWDDELTA + fixed4 finalRGBA = fixed4(finalColor,0); + #endif +#elif _IS_TRANSCLIPPING_ON + float Set_Opacity = saturate((_Inverse_Clipping_var+_Tweak_transparency)); + #ifdef _IS_PASS_FWDBASE + fixed4 finalRGBA = fixed4(finalColor,Set_Opacity); + #elif _IS_PASS_FWDDELTA + fixed4 finalRGBA = fixed4(finalColor * Set_Opacity,0); + #endif +#endif + + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } diff --git a/Assets/Picola/Toon/Shader/UCTS_ShadingGradeMap.cginc.meta b/Assets/Picola/Toon/Shader/UCTS_ShadingGradeMap.cginc.meta new file mode 100644 index 00000000..d2b6c992 --- /dev/null +++ b/Assets/Picola/Toon/Shader/UCTS_ShadingGradeMap.cginc.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: eca315d4d2d36194b8be3cf2a6869762 +timeCreated: 1518248457 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/UCTS_ShadingGradeMap.cginc + uploadId: 498274 diff --git a/Assets/Picola/Toon/Shader/UCTS_ShadowCaster.cginc b/Assets/Picola/Toon/Shader/UCTS_ShadowCaster.cginc new file mode 100644 index 00000000..6bdcfb32 --- /dev/null +++ b/Assets/Picola/Toon/Shader/UCTS_ShadowCaster.cginc @@ -0,0 +1,84 @@ +//UCTS_ShadowCaster.cginc +//Unitychan Toon Shader ver.2.0 +//v.2.0.8 +//nobuyuki@unity3d.com +//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +//(C)Unity Technologies Japan/UCL +//#pragma multi_compile _IS_CLIPPING_OFF _IS_CLIPPING_MODE _IS_CLIPPING_TRANSMODE +// +#ifdef _IS_CLIPPING_MODE +//_Clipping + uniform sampler2D _ClippingMask; uniform float4 _ClippingMask_ST; + uniform float _Clipping_Level; + uniform fixed _Inverse_Clipping; +#elif _IS_CLIPPING_TRANSMODE +//_TransClipping + uniform sampler2D _ClippingMask; uniform float4 _ClippingMask_ST; + uniform float _Clipping_Level; + uniform fixed _Inverse_Clipping; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform fixed _IsBaseMapAlphaAsClippingMask; +#elif _IS_CLIPPING_OFF +//Default +#endif + struct VertexInput { + float4 vertex : POSITION; +#ifdef _IS_CLIPPING_MODE +//_Clipping + float2 texcoord0 : TEXCOORD0; +#elif _IS_CLIPPING_TRANSMODE +//_TransClipping + float2 texcoord0 : TEXCOORD0; +#elif _IS_CLIPPING_OFF +//Default +#endif + }; + struct VertexOutput { + V2F_SHADOW_CASTER; +#ifdef _IS_CLIPPING_MODE +//_Clipping + float2 uv0 : TEXCOORD1; +#elif _IS_CLIPPING_TRANSMODE +//_TransClipping + float2 uv0 : TEXCOORD1; +#elif _IS_CLIPPING_OFF +//Default +#endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; +#ifdef _IS_CLIPPING_MODE +//_Clipping + o.uv0 = v.texcoord0; +#elif _IS_CLIPPING_TRANSMODE +//_TransClipping + o.uv0 = v.texcoord0; +#elif _IS_CLIPPING_OFF +//Default +#endif + o.pos = UnityObjectToClipPos( v.vertex ); + TRANSFER_SHADOW_CASTER(o) + return o; + } + float4 frag(VertexOutput i) : SV_TARGET { +#ifdef _IS_CLIPPING_MODE +//_Clipping + float2 Set_UV0 = i.uv0; + float4 _ClippingMask_var = tex2D(_ClippingMask,TRANSFORM_TEX(Set_UV0, _ClippingMask)); + float Set_Clipping = saturate((lerp( _ClippingMask_var.r, (1.0 - _ClippingMask_var.r), _Inverse_Clipping )+_Clipping_Level)); + clip(Set_Clipping - 0.5); +#elif _IS_CLIPPING_TRANSMODE +//_TransClipping + float2 Set_UV0 = i.uv0; + float4 _ClippingMask_var = tex2D(_ClippingMask,TRANSFORM_TEX(Set_UV0, _ClippingMask)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(Set_UV0, _MainTex)); + float Set_MainTexAlpha = _MainTex_var.a; + float _IsBaseMapAlphaAsClippingMask_var = lerp( _ClippingMask_var.r, Set_MainTexAlpha, _IsBaseMapAlphaAsClippingMask ); + float _Inverse_Clipping_var = lerp( _IsBaseMapAlphaAsClippingMask_var, (1.0 - _IsBaseMapAlphaAsClippingMask_var), _Inverse_Clipping ); + float Set_Clipping = saturate((_Inverse_Clipping_var+_Clipping_Level)); + clip(Set_Clipping - 0.5); +#elif _IS_CLIPPING_OFF +//Default +#endif + SHADOW_CASTER_FRAGMENT(i) + } diff --git a/Assets/Picola/Toon/Shader/UCTS_ShadowCaster.cginc.meta b/Assets/Picola/Toon/Shader/UCTS_ShadowCaster.cginc.meta new file mode 100644 index 00000000..a6b18945 --- /dev/null +++ b/Assets/Picola/Toon/Shader/UCTS_ShadowCaster.cginc.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: ae8d06deb98501947846000ba6cd3ab2 +timeCreated: 1518248457 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 220201 + packageName: PicoChan Animation Pack + packageVersion: 1.0.0 + assetPath: Assets/Picola/Toon/Shader/UCTS_ShadowCaster.cginc + uploadId: 498274 diff --git a/Assets/Player.prefab b/Assets/Player.prefab new file mode 100644 index 00000000..38a477df --- /dev/null +++ b/Assets/Player.prefab @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:02417727739a2cc4ff4118b23ba4b4499a3fecb2a16bf0a6416f0470675879f6 +size 134557 diff --git a/Assets/Player.prefab.meta b/Assets/Player.prefab.meta new file mode 100644 index 00000000..feef21ed --- /dev/null +++ b/Assets/Player.prefab.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 93da0793f639ae74b9a51eb41658127a +PrefabImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/RootMotion/FinalIK/_Integration/IK Jobs (Unity 2018.2.4f1).unitypackage.meta b/Assets/Plugins/RootMotion/FinalIK/_Integration/IK Jobs (Unity 2018.2.4f1).unitypackage.meta deleted file mode 100644 index a40720dc..00000000 --- a/Assets/Plugins/RootMotion/FinalIK/_Integration/IK Jobs (Unity 2018.2.4f1).unitypackage.meta +++ /dev/null @@ -1,15 +0,0 @@ -fileFormatVersion: 2 -guid: b3e58808cb15120468eafdef64280407 -timeCreated: 1540224475 -licenseType: Store -DefaultImporter: - 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uploadId: 725641 diff --git a/Assets/Scenes/MainScene.unity b/Assets/Scenes/MainScene.unity index c721c594..78c03526 100644 --- a/Assets/Scenes/MainScene.unity +++ b/Assets/Scenes/MainScene.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f3589193aa80ffa3b1605be998b85a04c02d4e73b7fe9d932f441cb444055cbe -size 192196 +oid sha256:219ab110e005b36d5e22d901d27a1fbd30d0a717341e8a49c1e375061f4a90fe +size 195709 diff --git a/Assets/Scripts/Player/Facial Expressions.meta b/Assets/Scripts/Player/Facial Expressions.meta new file mode 100644 index 00000000..b695a596 --- /dev/null +++ b/Assets/Scripts/Player/Facial Expressions.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ad8159c627e3e8b42a7b8111d9745add +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Player/Facial Expressions/AutoBlink.cs b/Assets/Scripts/Player/Facial Expressions/AutoBlink.cs new file mode 100644 index 00000000..f6af05ec --- /dev/null +++ b/Assets/Scripts/Player/Facial Expressions/AutoBlink.cs @@ -0,0 +1,41 @@ +using UnityEngine; +using System.Collections; + +public class AutoBlink : MonoBehaviour +{ + private SkinnedMeshRenderer faceMesh; + private int blinkBlendShapeIndex; + + void Start() + { + faceMesh = GetComponent(); + blinkBlendShapeIndex = faceMesh.sharedMesh.GetBlendShapeIndex("blendShape1.Blink"); + StartCoroutine(BlinkRoutine()); + } + + IEnumerator BlinkRoutine() + { + while (true) + { + yield return new WaitForSeconds(Random.Range(3f, 6f)); + yield return StartCoroutine(Blink()); + } + } + + IEnumerator Blink() + { + // Close eyes + for (float i = 0; i <= 100; i += 10) + { + faceMesh.SetBlendShapeWeight(blinkBlendShapeIndex, i); + yield return new WaitForSeconds(0.02f); + } + + // Open eyes + for (float i = 100; i >= 0; i -= 10) + { + faceMesh.SetBlendShapeWeight(blinkBlendShapeIndex, i); + yield return new WaitForSeconds(0.02f); + } + } +} diff --git a/Assets/Scripts/Player/Facial Expressions/AutoBlink.cs.meta b/Assets/Scripts/Player/Facial Expressions/AutoBlink.cs.meta new file mode 100644 index 00000000..c5d4e257 --- /dev/null +++ b/Assets/Scripts/Player/Facial Expressions/AutoBlink.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8adb16b1534ab964bbfe6ee49cb85042 \ No newline at end of file diff --git a/Assets/Scripts/Player/Player States/FishCastState.cs b/Assets/Scripts/Player/Player States/FishCastState.cs index ad9eb07b..23bfaa08 100644 --- a/Assets/Scripts/Player/Player States/FishCastState.cs +++ b/Assets/Scripts/Player/Player States/FishCastState.cs @@ -4,24 +4,42 @@ public class FishCastState : IState { //cast the fishning rod private PlayerController player; + private float animationDuration; + private float elapsedTime; + public FishCastState(PlayerController player){ this.player = player; - } public void Enter() { Debug.Log("Entering fish cast"); - } + player.animator.SetBool("isCasting", true); + + AnimationClip castClip = player.animator.GetCurrentAnimatorClipInfo(0)[0].clip; + animationDuration = castClip.length; + elapsedTime = 0f; + } public void Update() { + if (Input.GetMouseButtonDown(0)){ + player.animator.SetBool("isCasting", false); + player.stateMachine.ChangeState(player.idleState); + return; + } + + elapsedTime += Time.deltaTime; + if (elapsedTime >= animationDuration) + { + player.stateMachine.ChangeState(player.fishWaitState); + } } public void Exit() { - Debug.Log("Exiting fish cast State"); + Debug.Log("Exiting fish cast State"); } } diff --git a/Assets/Scripts/Player/Player States/FishReelState.cs b/Assets/Scripts/Player/Player States/FishReelState.cs new file mode 100644 index 00000000..e69de29b diff --git a/Assets/Scripts/Player/Player States/FishReelState.cs.meta b/Assets/Scripts/Player/Player States/FishReelState.cs.meta new file mode 100644 index 00000000..c60aa6d5 --- /dev/null +++ b/Assets/Scripts/Player/Player States/FishReelState.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 5d2b0191fc64fb04593c68f03fe38edb \ No newline at end of file diff --git a/Assets/Scripts/Player/Player States/FishWaitState.cs b/Assets/Scripts/Player/Player States/FishWaitState.cs new file mode 100644 index 00000000..35e99264 --- /dev/null +++ b/Assets/Scripts/Player/Player States/FishWaitState.cs @@ -0,0 +1,32 @@ +using UnityEngine; + +public class FishWaitState : IState +{ + private PlayerController player; + + public FishWaitState(PlayerController player){ + this.player = player; + } + + public void Enter() + { + Debug.Log("Entering fish wait"); + player.animator.SetBool("isFishing", true); + } + + public void Update() + { + if (Input.GetMouseButtonDown(0)) + { + player.stateMachine.ChangeState(player.idleState); + return; + } + } + + public void Exit() + { + Debug.Log("Exiting fish cast State"); + player.animator.SetBool("isFishing", false); + player.animator.SetBool("isCasting", false); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Player/Player States/FishWaitState.cs.meta b/Assets/Scripts/Player/Player States/FishWaitState.cs.meta new file mode 100644 index 00000000..1098fa40 --- /dev/null +++ b/Assets/Scripts/Player/Player States/FishWaitState.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 58683395bb170a740bee5bcf1b020588 \ No newline at end of file diff --git a/Assets/Scripts/Player/Player States/IdleState.cs b/Assets/Scripts/Player/Player States/IdleState.cs index 4ac993e4..63d07d2c 100644 --- a/Assets/Scripts/Player/Player States/IdleState.cs +++ b/Assets/Scripts/Player/Player States/IdleState.cs @@ -7,7 +7,6 @@ public class IdleState : IState public IdleState(PlayerController player){ this.player = player; - } public void Enter() @@ -26,6 +25,10 @@ public void Update() if(Input.GetKey("f")){ player.stateMachine.ChangeState(player.sliceState); } + + if (Input.GetMouseButtonDown(0)){ + player.stateMachine.ChangeState(player.fishCastState); + } } public void Exit() diff --git a/Assets/Scripts/Player/Player States/LocomotionState.cs b/Assets/Scripts/Player/Player States/LocomotionState.cs index b86f64eb..bf5ac234 100644 --- a/Assets/Scripts/Player/Player States/LocomotionState.cs +++ b/Assets/Scripts/Player/Player States/LocomotionState.cs @@ -7,7 +7,6 @@ public class LocomotionState : IState public LocomotionState(PlayerController player){ this.player = player; - } public void Enter() @@ -18,7 +17,6 @@ public void Enter() public void Update() { - player.HandleMovement(); //handle anim blending for the running state @@ -28,6 +26,10 @@ public void Update() if(player.GetInputVector() == Vector3.zero){ player.stateMachine.ChangeState(player.idleState); } + + if (Input.GetMouseButtonDown(0)){ + player.stateMachine.ChangeState(player.fishCastState); + } } diff --git a/Assets/Scripts/Player/Player States/SliceState.cs b/Assets/Scripts/Player/Player States/SliceState.cs index 3b536414..343958cb 100644 --- a/Assets/Scripts/Player/Player States/SliceState.cs +++ b/Assets/Scripts/Player/Player States/SliceState.cs @@ -42,9 +42,6 @@ public void Enter() Cursor.visible = false; //disable freelook camera movement - - - } public void Update() diff --git a/Assets/Scripts/Player/PlayerController.cs b/Assets/Scripts/Player/PlayerController.cs index 4e50d057..97cce126 100644 --- a/Assets/Scripts/Player/PlayerController.cs +++ b/Assets/Scripts/Player/PlayerController.cs @@ -28,6 +28,7 @@ public class PlayerController : MonoBehaviour [Header("States")] public LocomotionState locomotionState; public FishCastState fishCastState; + public FishWaitState fishWaitState; public IdleState idleState; public SliceState sliceState; @@ -48,6 +49,7 @@ private void InitializeStateMachine() idleState = new IdleState(this); locomotionState = new LocomotionState(this); fishCastState = new FishCastState(this); + fishWaitState = new FishWaitState(this); sliceState = new SliceState(this); stateMachine.Initialize(idleState); @@ -55,7 +57,6 @@ private void InitializeStateMachine() public void HandleMovement() { - Vector3 movementInput = GetInputVector(); if (movementInput.magnitude > 0.1f) @@ -66,8 +67,7 @@ public void HandleMovement() characterController.Move((moveDirection * moveSpeed + gravity) * Time.deltaTime); RotatePlayer(moveDirection); - previousMoveDirection = moveDirection; - + previousMoveDirection = moveDirection; } //add gravity @@ -108,6 +108,4 @@ public Vector3 GetInputVector() return new Vector3(horizontal, 0, vertical); } - - } diff --git a/Assets/Settings/DefaultVolumeProfile.asset b/Assets/Settings/DefaultVolumeProfile.asset index bbaa5594..c4439ba9 100644 --- a/Assets/Settings/DefaultVolumeProfile.asset +++ b/Assets/Settings/DefaultVolumeProfile.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:3a6f825e8d07fe8b9f3b52e7d4e2dfa0e22c555b22335adb19f0ecc66dfa38dd +oid sha256:6698bfacfad479acfd9766d00aba81ab52527d3b15c8b133d03ed7a2401499d6 size 23987 diff --git a/Assets/UnityTechnologies/ParticlePack/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset b/Assets/UnityTechnologies/ParticlePack/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset index 8f91424c..4c92418d 100644 --- a/Assets/UnityTechnologies/ParticlePack/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - 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