Shader "UnityChanToonShader/Toon_ShadingGradeMap" {
Properties {
[HideInInspector] _simpleUI ("SimpleUI", Float) = 0
[HideInInspector] _utsVersion ("Version", Float) = 2.08
[HideInInspector] _utsTechnique ("Technique", Float) = 1
[Enum(OFF,0,FRONT,1,BACK,2)] _CullMode ("Cull Mode", Float) = 2
_MainTex ("BaseMap", 2D) = "white" {}
[HideInInspector] _BaseMap ("BaseMap", 2D) = "white" {}
_BaseColor ("BaseColor", Vector) = (1,1,1,1)
[HideInInspector] _Color ("Color", Vector) = (1,1,1,1)
[Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float) = 1
_1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {}
[Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float) = 0
_1st_ShadeColor ("1st_ShadeColor", Vector) = (1,1,1,1)
[Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float) = 1
_2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {}
[Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float) = 0
_2nd_ShadeColor ("2nd_ShadeColor", Vector) = (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
_Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0
[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
_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" {}
_Tweak_ShadingGradeMapLevel ("Tweak_ShadingGradeMapLevel", Range(-0.5, 0.5)) = 0
_BlurLevelSGM ("Blur Level of ShadingGradeMap", Range(0, 10)) = 0
_HighColor ("HighColor", Vector) = (0,0,0,1)
_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
_Set_HighColorMask ("Set_HighColorMask", 2D) = "white" {}
_Tweak_HighColorMaskLevel ("Tweak_HighColorMaskLevel", Range(-1, 1)) = 0
[Toggle(_)] _RimLight ("RimLight", Float) = 0
_RimLightColor ("RimLightColor", Vector) = (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
[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", Vector) = (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
_Set_RimLightMask ("Set_RimLightMask", 2D) = "white" {}
_Tweak_RimLightMaskLevel ("Tweak_RimLightMaskLevel", Range(-1, 1)) = 0
[Toggle(_)] _MatCap ("MatCap", Float) = 0
_MatCap_Sampler ("MatCap_Sampler", 2D) = "black" {}
_BlurLevelMatcap ("Blur Level of MatCap_Sampler", Range(0, 10)) = 0
_MatCapColor ("MatCapColor", Vector) = (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
[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
_Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {}
_Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0
[Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float) = 0
[Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float) = 0
[KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE ("EMISSIVE MODE", Float) = 0
_Emissive_Tex ("Emissive_Tex", 2D) = "white" {}
[HDR] _Emissive_Color ("Emissive_Color", Vector) = (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", Vector) = (0,0,0,1)
_ColorShift_Speed ("ColorShift_Speed", Float) = 0
[Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float) = 0
[HDR] _ViewShift ("ViewSift", Vector) = (0,0,0,1)
[Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float) = 0
[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", Vector) = (0.5,0.5,0.5,1)
[Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float) = 0
[Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float) = 1
[Toggle(_)] _Is_OutlineTex ("Is_OutlineTex", Float) = 0
_OutlineTex ("OutlineTex", 2D) = "white" {}
_Offset_Z ("Offset_Camera_Z", Float) = 0
[Toggle(_)] _Is_BakedNormal ("Is_BakedNormal", Float) = 0
_BakedNormal ("Baked Normal for Outline", 2D) = "white" {}
_GI_Intensity ("GI_Intensity", Range(0, 1)) = 0
_Unlit_Intensity ("Unlit_Intensity", Range(0.001, 4)) = 1
[Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float) = 0
[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
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
float4x4 unity_MatrixMVP;
struct Vertex_Stage_Input
{
float3 pos : POSITION;
};
struct Vertex_Stage_Output
{
float4 pos : SV_POSITION;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.pos = mul(unity_MatrixMVP, float4(input.pos, 1.0));
return output;
}
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
float4 _Color;
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, float2(input.uv.x, input.uv.y)) * _Color;
}
ENDHLSL
}
}
Fallback "Legacy Shaders/VertexLit"
//CustomEditor "UnityChan.UTS2GUI"
}