Shader "Hidden/Locked/.poiyomi/Poiyomi 7.3/• Poiyomi Toon •/76510449997bb3f418d83805bf81cdfc" { Properties { [HideInInspector] shader_is_using_thry_editor ("", Float) = 0 [HideInInspector] shader_master_label ("Poiyomi Toon V7.3.050", Float) = 0 [HideInInspector] shader_presets ("poiToonPresets", Float) = 0 [HideInInspector] shader_properties_label_file ("7PlusLabels", Float) = 0 [HideInInspector] footer_youtube ("youtube footer button", Float) = 0 [HideInInspector] footer_twitter ("twitter footer button", Float) = 0 [HideInInspector] footer_patreon ("patreon footer button", Float) = 0 [HideInInspector] footer_discord ("discord footer button", Float) = 0 [HideInInspector] footer_github ("github footer button", Float) = 0 [Header(POIYOMI SHADER UI FAILED TO LOAD)] [Header(. This is caused by scripts failing to compile. It can be fixed.)] [Header(. The inspector will look broken and will not work properly until fixed.)] [Header(. Please check your console for script errors.)] [Header(. You can filter by errors in the console window.)] [Header(. Often the topmost error points to the erroring script.)] [Space(30)][Header(Common Error Causes)] [Header(. Installing multiple Poiyomi Shader packages)] [Header(. Make sure to delete the Poiyomi shader folder before you update Poiyomi.)] [Header(. If a package came with Poiyomi this is bad practice and can cause issues.)] [Header(. Delete the package and import it without any Poiyomi components.)] [Header(. Bad VRCSDK installation (e.g. Both VCC and Standalone))] [Header(. Delete the VRCSDK Folder in Assets if you are using the VCC.)] [Header(. Avoid using third party SDKs. They can cause incompatibility.)] [Header(. Script Errors in other scripts)] [Header(. Outdated tools or prefabs can cause this.)] [Header(. Update things that are throwing errors or move them outside the project.)] [Space(30)][Header(Visit Our Discord to Ask For Help)] [Space(5)]_ShaderUIWarning0 (" → discord.gg/poiyomi ← We can help you get it fixed! --{condition_showS:(0==1)}", Int) = -0 [Space(1400)][Header(POIYOMI SHADER UI FAILED TO LOAD)] _ShaderUIWarning1 ("Please scroll up for more information! --{condition_showS:(0==1)}", Int) = -0 [HideInInspector] _ForgotToLockMaterial (";;YOU_FORGOT_TO_LOCK_THIS_MATERIAL;", Int) = 1 [ThryShaderOptimizerLockButton] _ShaderOptimizerEnabled ("", Int) = 1 [Helpbox(1)] _LockTooltip ("Animations don't work by default when locked in. Right click a property if you want to animate it. The shader will lock in automatically at upload time.", Int) = 0 [ThryWideEnum(Opaque, 0, Cutout, 1, TransClipping, 9, Fade, 2, Transparent, 3, Additive, 4, Soft Additive, 5, Multiplicative, 6, 2x Multiplicative, 7, Grab Pass (Pro Only), 8)]_Mode("Rendering Preset--{on_value_actions:[ {value:0,actions:[{type:SET_PROPERTY,data:render_queue=2000}, {type:SET_PROPERTY,data:render_type=Opaque}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0}, {type:SET_PROPERTY,data:_SrcBlend=1}, {type:SET_PROPERTY,data:_DstBlend=0}, {type:SET_PROPERTY,data:_AlphaToMask=0}, {type:SET_PROPERTY,data:_ZWrite=1}, {type:SET_PROPERTY,data:_ZTest=4}, {type:SET_PROPERTY,data:_AlphaPremultiply=0}]}, {value:1,actions:[{type:SET_PROPERTY,data:render_queue=2450}, {type:SET_PROPERTY,data:render_type=TransparentCutout}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=.5}, {type:SET_PROPERTY,data:_SrcBlend=1}, {type:SET_PROPERTY,data:_DstBlend=0}, {type:SET_PROPERTY,data:_AlphaToMask=1}, {type:SET_PROPERTY,data:_ZWrite=1}, {type:SET_PROPERTY,data:_ZTest=4}, {type:SET_PROPERTY,data:_AlphaPremultiply=0}]}, {value:9,actions:[{type:SET_PROPERTY,data:render_queue=2450}, {type:SET_PROPERTY,data:render_type=TransparentCutout}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0}, {type:SET_PROPERTY,data:_SrcBlend=5}, {type:SET_PROPERTY,data:_DstBlend=10}, {type:SET_PROPERTY,data:_AlphaToMask=0}, {type:SET_PROPERTY,data:_ZWrite=1}, {type:SET_PROPERTY,data:_ZTest=4}, {type:SET_PROPERTY,data:_AlphaPremultiply=0}]}, {value:2,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0}, {type:SET_PROPERTY,data:_SrcBlend=5}, {type:SET_PROPERTY,data:_DstBlend=10}, {type:SET_PROPERTY,data:_AlphaToMask=0}, {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4}, {type:SET_PROPERTY,data:_AlphaPremultiply=0}]}, {value:3,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0}, {type:SET_PROPERTY,data:_SrcBlend=1}, {type:SET_PROPERTY,data:_DstBlend=10}, {type:SET_PROPERTY,data:_AlphaToMask=0}, {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4}, {type:SET_PROPERTY,data:_AlphaPremultiply=1}]}, {value:4,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0}, {type:SET_PROPERTY,data:_SrcBlend=1}, {type:SET_PROPERTY,data:_DstBlend=1}, {type:SET_PROPERTY,data:_AlphaToMask=0}, {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4}, {type:SET_PROPERTY,data:_AlphaPremultiply=0}]}, {value:5,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0}, {type:SET_PROPERTY,data:_SrcBlend=4}, {type:SET_PROPERTY,data:_DstBlend=1}, {type:SET_PROPERTY,data:_AlphaToMask=0}, {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4}, {type:SET_PROPERTY,data:_AlphaPremultiply=0}]}, {value:6,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0}, {type:SET_PROPERTY,data:_SrcBlend=2}, {type:SET_PROPERTY,data:_DstBlend=0}, {type:SET_PROPERTY,data:_AlphaToMask=0}, {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4}, {type:SET_PROPERTY,data:_AlphaPremultiply=0}]}, {value:7,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0}, {type:SET_PROPERTY,data:_SrcBlend=2}, {type:SET_PROPERTY,data:_DstBlend=3}, {type:SET_PROPERTY,data:_AlphaToMask=0}, {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4}, {type:SET_PROPERTY,data:_AlphaPremultiply=0}]} }]}]}", Int) = 0 [HideInInspector] m_mainOptions ("Main", Float) = 0 _Color ("Color & Alpha", Color) = (1, 1, 1, 1) _MainTex ("Texture", 2D) = "white" { } [HideInInspector][Vector2]_MainTexPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _MainTextureUV ("UV", Int) = 0 _MainEmissionStrength ("Basic Emission", Range(0, 20)) = 0 [Normal]_BumpMap ("Normal Map", 2D) = "bump" { } [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _BumpMapUV ("UV", Int) = 0 [HideInInspector][Vector2]_BumpMapPan ("Panning", Vector) = (0, 0, 0, 0) _BumpScale ("Normal Intensity", Range(0, 10)) = 1 _ClippingMask ("Alpha Map--{reference_properties:[_ClippingMaskPan, _ClippingMaskUV, _Inverse_Clipping]}", 2D) = "white" { } [HideInInspector][Vector2]_ClippingMaskPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _ClippingMaskUV ("UV", Int) = 0 [ToggleUI]_Inverse_Clipping ("Invert", Float) = 0 [HideInInspector] m_start_MainHueShift ("Color Adjust", Float) = 0 [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _MainColorAdjustTextureUV ("UV", Int) = 0 [ToggleUI]_MainHueShiftReplace ("Hue Replace?", Float) = 1 _MainHueShift ("Hue Shift", Range(0, 1)) = 0 _MainHueShiftSpeed ("Hue Shift Speed", Float) = 0 _Saturation ("Saturation", Range(-1, 10)) = 0 _MainBrightness("Brightness", Range(-1,1)) = 0 [HideInInspector][ThryToggle(COLOR_GRADING_HDR)]_MainHueShiftToggle ("Toggle Hueshift", Float) = 0 _MainColorAdjustTexture ("Mask R(H) G(S) B(B)--{reference_properties:[_MainColorAdjustTexturePan, _MainColorAdjustTextureUV]}", 2D) = "white" { } [HideInInspector][Vector2]_MainColorAdjustTexturePan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector] m_end_MainHueShift ("Hue Shift", Float) = 0 [HideInInspector] m_start_RGBMask ("RGBA Color Masking", Float) = 0 [HideInInspector][ThryToggle(VIGNETTE)]_RGBMaskEnabled ("RGB Mask Enabled", Float) = 0 [ToggleUI]_RGBUseVertexColors ("Use Vertex Colors", Float) = 0 [ToggleUI]_RGBBlendMultiplicative ("Multiplicative?", Float) = 0 _RGBMask ("Mask", 2D) = "white" { } [HideInInspector][Vector2]_RGBMaskPanning ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)]_RGBMaskUV ("UV", int) = 0 _RedColor ("R Color", Color) = (1, 1, 1, 1) _RedTexure ("R Texture", 2D) = "white" { } [HideInInspector][Vector2]_RGBRedPanning ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)]_RGBRed_UV ("UV", int) = 0 _GreenColor ("G Color", Color) = (1, 1, 1, 1) _GreenTexture ("G Texture", 2D) = "white" { } [HideInInspector][Vector2]_RGBGreenPanning ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)]_RGBGreen_UV ("UV", int) = 0 _BlueColor ("B Color", Color) = (1, 1, 1, 1) _BlueTexture ("B Texture", 2D) = "white" { } [HideInInspector][Vector2]_RGBBluePanning ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)]_RGBBlue_UV ("UV", int) = 0 _AlphaColor ("A Color", Color) = (1, 1, 1, 1) _AlphaTexture ("A Texture", 2D) = "white" { } [HideInInspector][Vector2]_RGBAlphaPanning ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)]_RGBAlpha_UV ("UV", int) = 0 [ThryToggle(GEOM_TYPE_MESH)]_RgbNormalsEnabled ("Enable Normals", Float) = 0 [ToggleUI]_RGBNormalBlend ("Blend with Base--{condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", Float) = 0 [Normal]_RgbNormalR ("R Normal--{reference_properties:[_RgbNormalRPan, _RgbNormalRUV],condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", 2D) = "bump" { } [HideInInspector][Vector2]_RgbNormalRPan ("Pan", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)]_RgbNormalRUV ("UV", int) = 0 _RgbNormalRScale ("Intensity--{condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", Range(0,10)) = 0 [Normal]_RgbNormalG ("G Normal--{reference_properties:[_RgbNormalGPan, _RgbNormalGUV],condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", 2D) = "bump" { } [HideInInspector][Vector2]_RgbNormalGPan ("Pan", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)]_RgbNormalGUV ("UV", int) = 0 _RgbNormalGScale ("Intensity--{condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", Range(0,10)) = 0 [Normal]_RgbNormalB ("B Normal--{reference_properties:[_RgbNormalBPan, _RgbNormalBUV],condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", 2D) = "bump" { } [HideInInspector][Vector2]_RgbNormalBPan ("Pan", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)]_RgbNormalBUV ("UV", int) = 0 _RgbNormalBScale ("Intensity--{condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", Range(0,10)) = 0 [Normal]_RgbNormalA ("A Normal--{reference_properties:[_RgbNormalAPan, _RgbNormalAUV],condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", 2D) = "bump" { } [HideInInspector][Vector2]_RgbNormalAPan ("Pan", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)]_RgbNormalAUV ("UV", int) = 0 _RgbNormalAScale ("Intensity--{condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", Range(0,10)) = 0 [HideInInspector] m_end_RGBMask ("RGB Color Masking", Float) = 0 [HideInInspector] m_start_DetailOptions ("Details--{reference_property:_DetailEnabled, button_help:{text:Tutorial,action:{type:URL,data:https://www.youtube.com/watch?v=9oIcQln9of4&list=PL4_Gy3VRJSmbXfQSldzUiChgABQsoBlLw},hover:YouTube}}", Float) = 0 [HideInInspector][ThryToggle(FINALPASS)]_DetailEnabled ("Enable", Float) = 0 _DetailMask ("Detail Mask (R:Texture, G:Normal)", 2D) = "white" { } [HideInInspector][Vector2]_DetailMaskPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DetailMaskUV ("UV", Int) = 0 _DetailTint ("Detail Texture Tint", Color) = (1, 1, 1) _DetailTex ("Detail Texture", 2D) = "gray" { } [HideInInspector][Vector2]_DetailTexPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DetailTexUV ("UV", Int) = 0 _DetailTexIntensity ("Detail Tex Intensity", Range(0, 10)) = 1 _DetailBrightness ("Detail Brightness:", Range(0, 2)) = 1 [Normal]_DetailNormalMap ("Detail Normal", 2D) = "bump" { } _DetailNormalMapScale ("Detail Normal Intensity", Range(0, 10)) = 1 [HideInInspector][Vector2]_DetailNormalMapPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DetailNormalMapUV ("UV", Int) = 0 [HideInInspector] m_end_DetailOptions ("Details", Float) = 0 [HideInInspector] m_start_MainVertexColors ("Vertex Colors", Float) = 0 [ToggleUI]_MainVertexColoringLinearSpace("Linear Colors", Float) = 1 _MainVertexColoring ("Use Vertex Color", Range(0, 1)) = 0 _MainUseVertexColorAlpha ("Use Vertex Color Alpha", Range(0, 1)) = 0 [HideInInspector] m_end_MainVertexColors ("Vertex Colors", Float) = 0 [HideInInspector] m_start_vertexManipulation ("Vertex Offset--{reference_property:_VertexManipulationsEnabled, button_help:{text:Tutorial,action:{type:URL,data:https://www.youtube.com/watch?v=x728WN50JeA&list=PL4_Gy3VRJSmbXfQSldzUiChgABQsoBlLw},hover:YouTube}}", Float) = 0 [HideInInspector][ThryToggle(AUTO_EXPOSURE)]_VertexManipulationsEnabled ("Enabled", Float) = 0 [Vector3]_VertexManipulationLocalTranslation ("Local Translation", Vector) = (0, 0, 0, 1) [Vector3]_VertexManipulationLocalRotation ("Local Rotation", Vector) = (0, 0, 0, 1) _VertexManipulationLocalScale ("Local Scale", Vector) = (1, 1, 1, 1) [Vector3]_VertexManipulationWorldTranslation ("World Translation", Vector) = (0, 0, 0, 1) _VertexManipulationHeight ("Vertex Height", Float) = 0 _VertexManipulationHeightMask ("Height Map", 2D) = "white" { } [HideInInspector][Vector2]_VertexManipulationHeightPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _VertexManipulationHeightUV ("UV", Int) = 0 _VertexManipulationHeightBias ("Mask Bias", Range(0, 1)) = 0 [ToggleUI]_VertexRoundingEnabled ("Rounding Enabled", Float) = 0 _VertexRoundingDivision ("Division Amount", Float) = 500 [HideInInspector] m_end_vertexManipulation ("Vertex Offset", Float) = 0 [HideInInspector] m_start_Alpha ("Alpha Options", Float) = 0 _Cutoff ("Alpha Cuttoff", Range(0, 1.001)) = 0.5 [ToggleUI]_DitheringEnabled ("Enable Dithering", Float) = 0 _DitherGradient ("Dither Gradient", Range(0, 1)) = .1 [ToggleUI]_ForceOpaque ("Force Opaque", Float) = 0 _MainShadowClipMod ("Shadow Clip Mod", Range(-1, 1)) = 0 [Enum(Off, 0, On, 1)] _AlphaToMask ("Alpha To Coverage", Float) = 0 [ToggleUI]_MainAlphaToCoverage ("Sharpenned A2C--{condition_show:{type:PROPERTY_BOOL,data:_AlphaToMask==1}}", Float) = 0 _MainMipScale ("Mip Level Alpha Scale--{condition_show:{type:PROPERTY_BOOL,data:_AlphaToMask==1}}", Range(0, 1)) = 0.25 [ToggleUI]_AlphaPremultiply ("Alpha Premultiply", Float) = 0 _AlphaMod ("Alpha Mod", Range(-1, 1)) = 0.0 [HideInInspector] m_end_Alpha ("Alpha Options", Float) = 0 [HideInInspector] m_start_DecalSection ("Decals--{button_help:{text:Tutorial,action:{type:URL,data:https://www.youtube.com/watch?v=xHoQVN_F7JE&list=PL4_Gy3VRJSmbXfQSldzUiChgABQsoBlLw},hover:YouTube},reference_property:_DecalEnabled}", Float) = 0 _DecalMask ("Decal RGBA Mask--{reference_properties:[_DecalMaskPan, _DecalMaskUV]}", 2D) = "white" { } [HideInInspector][Vector2]_DecalMaskPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DecalMaskUV ("UV", Int) = 0 [HideInInspector] m_start_Decal0 ("Decal 0", Float) = 0 [HideInInspector][ThryToggle(GEOM_TYPE_BRANCH)]_DecalEnabled ("Enable", Float) = 0 _DecalColor ("Color", Color) = (1, 1, 1, 1) _DecalEmissionStrength ("Emission Strength", Range(0, 20)) = 0 _DecalTexture ("Decal--{reference_properties:[_DecalTexturePan, _DecalTextureUV]}", 2D) = "white" { } [HideInInspector][Vector2]_DecalTexturePan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DecalTextureUV ("UV", Int) = 0 [ToggleUI]_DecalTiled ("Tiled?", Float) = 0 _Decal0Depth ("Depth", Float) = 0 [Vector2]_DecalScale ("Scale", Vector) = (1, 1, 0, 0) [Vector2]_DecalPosition ("Position", Vector) = (.5, .5, 0, 0) _DecalRotation ("Rotation", Range(0, 360)) = 0 _DecalRotationSpeed ("Rotation Speed", Float) = 0 [ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge (Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_DecalBlendType ("Blending", Range(0, 1)) = 0 _DecalBlendAlpha("Alpha", Range(0,1)) = 1 [ToggleUI]_DecalHueShiftEnabled ("Hue Shift Enabled", Float) = 0 _DecalHueShiftSpeed ("Shift Speed", Float) = 0 _DecalHueShift ("Hue Shift", Range(0,1)) = 0 [HideInInspector] m_start_Decal0AudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0 [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0ScaleBand ("Scale Band", Int) = 0 _AudioLinkDecal0Scale("Scale Mod", Vector) = (0,0,0,0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0RotationBand ("Rotation Band", Int) = 0 [Vector2]_AudioLinkDecal0Rotation("Rotation Mod", Vector) = (0,0,0,0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0AlphaBand ("Alpha Band", Int) = 0 [Vector2]_AudioLinkDecal0Alpha("Alpha Mod", Vector) = (0,0,0,0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0EmissionBand ("Emission Band", Int) = 0 [Vector2]_AudioLinkDecal0Emission("Emission Mod", Vector) = (0,0,0,0) [HideInInspector] m_end_Decal0AudioLink ("Audio Link", Float) = 0 [HideInInspector] m_end_Decal0 ("Decal 0", Float) = 0 [HideInInspector] m_start_Decal1 ("Decal 1--{reference_property:_DecalEnabled1}", Float) = 0 [HideInInspector][ThryToggle(GEOM_TYPE_BRANCH_DETAIL)]_DecalEnabled1 ("Enable", Float) = 0 _DecalColor1 ("Color", Color) = (1, 1, 1, 1) _DecalEmissionStrength1 ("Emission Strength", Range(0, 20)) = 0 _DecalTexture1 ("Decal--{reference_properties:[_DecalTexture1Pan, _DecalTexture1UV]}", 2D) = "white" { } [HideInInspector][Vector2]_DecalTexture1Pan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DecalTexture1UV ("UV", Int) = 0 [ToggleUI]_DecalTiled1 ("Tiled?", Float) = 0 _Decal1Depth ("Depth", Float) = 0 [Vector2]_DecalScale1 ("Scale", Vector) = (1, 1, 0, 0) [Vector2]_DecalPosition1 ("Position", Vector) = (.5, .5, 0, 0) _DecalRotation1 ("Rotation", Range(0, 360)) = 0 _DecalRotationSpeed1 ("Rotation Speed", Float) = 0 [ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge (Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_DecalBlendType1 ("Blending", Range(0, 1)) = 0 _DecalBlendAlpha1("Alpha", Range(0,1)) = 1 [ToggleUI]_DecalHueShiftEnabled1 ("Hue Shift Enabled", Float) = 0 _DecalHueShiftSpeed1 ("Shift Speed", Float) = 0 _DecalHueShift1 ("Hue Shift", Range(0,1)) = 0 [HideInInspector] m_start_Decal1AudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0 [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal1ScaleBand ("Scale Band", Int) = 0 _AudioLinkDecal1Scale("Scale Mod", Vector) = (0,0,0,0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal1RotationBand ("Rotation Band", Int) = 0 [Vector2]_AudioLinkDecal1Rotation("Rotation Mod", Vector) = (0,0,0,0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal1AlphaBand ("Alpha Band", Int) = 0 [Vector2]_AudioLinkDecal1Alpha("Alpha Mod", Vector) = (0,0,0,0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal1EmissionBand ("Emission Band", Int) = 0 [Vector2]_AudioLinkDecal1Emission("Emission Mod", Vector) = (0,0,0,0) [HideInInspector] m_end_Decal1AudioLink ("Audio Link", Float) = 0 [HideInInspector] m_end_Decal1 ("Decal 0", Float) = 0 [HideInInspector] m_start_Decal2 ("Decal 2--{reference_property:_DecalEnabled2}", Float) = 0 [HideInInspector][ThryToggle(GEOM_TYPE_FROND)]_DecalEnabled2 ("Enable", Float) = 0 _DecalColor2 ("Color", Color) = (1, 1, 1, 1) _DecalEmissionStrength2 ("Emission Strength", Range(0, 20)) = 0 _DecalTexture2 ("Decal--{reference_properties:[_DecalTexture2Pan, _DecalTexture2UV]}", 2D) = "white" { } [HideInInspector][Vector2]_DecalTexture2Pan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DecalTexture2UV ("UV", Int) = 0 [ToggleUI]_DecalTiled2 ("Tiled?", Float) = 0 _Decal2Depth ("Depth", Float) = 0 [Vector2]_DecalScale2 ("Scale", Vector) = (1, 1, 0, 0) [Vector2]_DecalPosition2 ("Position", Vector) = (.5, .5, 0, 0) _DecalRotation2 ("Rotation", Range(0, 360)) = 0 _DecalRotationSpeed2 ("Rotation Speed", Float) = 0 [ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge (Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_DecalBlendType2 ("Blending", Range(0, 1)) = 0 _DecalBlendAlpha2("Alpha", Range(0,1)) = 1 [ToggleUI]_DecalHueShiftEnabled2 ("Hue Shift Enabled", Float) = 0 _DecalHueShiftSpeed2 ("Shift Speed", Float) = 0 _DecalHueShift2 ("Hue Shift", Range(0,1)) = 0 [HideInInspector] m_start_Decal2AudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0 [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2ScaleBand ("Scale Band", Int) = 0 _AudioLinkDecal2Scale("Scale Mod", Vector) = (0,0,0,0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2RotationBand ("Rotation Band", Int) = 0 [Vector2]_AudioLinkDecal2Rotation("Rotation Mod", Vector) = (0,0,0,0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2AlphaBand ("Alpha Band", Int) = 0 [Vector2]_AudioLinkDecal2Alpha("Alpha Mod", Vector) = (0,0,0,0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2EmissionBand ("Emission Band", Int) = 0 [Vector2]_AudioLinkDecal2Emission("Emission Mod", Vector) = (0,0,0,0) [HideInInspector] m_end_Decal2AudioLink ("Audio Link", Float) = 0 [HideInInspector] m_end_Decal2 ("Decal 0", Float) = 0 [HideInInspector] m_start_Decal3 ("Decal 3--{reference_property:_DecalEnabled3}", Float) = 0 [HideInInspector][ThryToggle(DEPTH_OF_FIELD_COC_VIEW)]_DecalEnabled3 ("Enable", Float) = 0 _DecalColor3 ("Color", Color) = (1, 1, 1, 1) _DecalEmissionStrength3 ("Emission Strength", Range(0, 20)) = 0 _DecalTexture3 ("Decal--{reference_properties:[_DecalTexture3Pan, _DecalTexture3UV]}", 2D) = "white" { } [HideInInspector][Vector2]_DecalTexture3Pan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DecalTexture3UV ("UV", Int) = 0 [ToggleUI]_DecalTiled3 ("Tiled?", Float) = 0 _Decal3Depth ("Depth", Float) = 0 [Vector2]_DecalScale3 ("Scale", Vector) = (1, 1, 0, 0) [Vector2]_DecalPosition3 ("Position", Vector) = (.5, .5, 0, 0) _DecalRotation3 ("Rotation", Range(0, 360)) = 0 _DecalRotationSpeed3 ("Rotation Speed", Float) = 0 [ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge (Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_DecalBlendType3 ("Blending", Range(0, 1)) = 0 _DecalBlendAlpha3("Alpha", Range(0,1)) = 1 [ToggleUI]_DecalHueShiftEnabled3 ("Hue Shift Enabled", Float) = 0 _DecalHueShiftSpeed3 ("Shift Speed", Float) = 0 _DecalHueShift3 ("Hue Shift", Range(0,1)) = 0 [HideInInspector] m_start_Decal3AudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0 [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal3ScaleBand ("Scale Band", Int) = 0 _AudioLinkDecal3Scale("Scale Mod", Vector) = (0,0,0,0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal3RotationBand ("Rotation Band", Int) = 0 [Vector2]_AudioLinkDecal3Rotation("Rotation Mod", Vector) = (0,0,0,0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal3AlphaBand ("Alpha Band", Int) = 0 [Vector2]_AudioLinkDecal3Alpha("Alpha Mod", Vector) = (0,0,0,0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal3EmissionBand ("Emission Band", Int) = 0 [Vector2]_AudioLinkDecal3Emission("Emission Mod", Vector) = (0,0,0,0) [HideInInspector] m_end_Decal3AudioLink ("Audio Link", Float) = 0 [HideInInspector] m_end_Decal3 ("Decal 0", Float) = 0 [HideInInspector] m_end_DecalSection ("Decal", Float) = 0 [HideInInspector] m_start_backFace ("Back Face", Float) = 0 [ToggleUI]_BackFaceEnabled ("Enable Back Face Options", Float) = 0 _BackFaceColor ("Color", Color) = (1, 1, 1, 1) _BackFaceTexture ("Texture", 2D) = "white" { } [ToggleUI]_BackFaceReplaceAlpha ("Replace Alpha", Float) = 0 [HideInInspector][Vector2]_BackFacePanning ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)]_BackFaceTextureUV ("UV#", Int) = 0 _BackFaceDetailIntensity ("Detail Intensity", Range(0, 5)) = 1 _BackFaceHueShift ("Hue Shift", Range(0, 1)) = 0 _BackFaceEmissionStrength ("Emission Strength", Range(0, 20)) = 0 [HideInInspector] m_end_backFace ("Back Face", Float) = 0 [HideInInspector] m_lightingOptions ("Lighting", Float) = 0 [HideInInspector] m_start_Lighting ("Light and Shadow", Float) = 0 [Toggle(VIGNETTE_MASKED)]_EnableLighting ("Enable Lighting", Float) = 1 [Enum(Toon, 0, Realistic, 1, Wrapped (Beta), 2, Skin (Beta), 3, Flat, 4)] _LightingMode ("Lighting Type", Int) = 4 _LightingStandardSmoothness ("Smoothness--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==1}}", Range(0, 1)) = 0 _LightingWrappedWrap ("Wrap--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==2}}", Range(0, 2)) = 0 _LightingWrappedNormalization ("Normalization--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==2}}", Range(0, 1)) = 0 [Enum(Ramp Texture, 0, Math Gradient, 1, Shade Mapping, 2)] _LightingRampType ("Ramp Type--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingMode==2}}}}", Int) = 0 _1st_ShadeColor ("1st ShadeColor--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", Color) = (1,1,1,1) _1st_ShadeMap ("1st ShadeMap--{reference_properties:[_1st_ShadeMapPan, _1st_ShadeMapUV, _Use_1stShadeMapAlpha_As_ShadowMask, _1stShadeMapMask_Inverse],condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", 2D) = "white" {} [HideInInspector][Vector2]_1st_ShadeMapPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _1st_ShadeMapUV ("UV", Int) = 0 [HideInInspector][ToggleUI]_Use_1stShadeMapAlpha_As_ShadowMask("1st ShadeMap.a As ShadowMask", Float ) = 0 [HideInInspector][ToggleUI]_1stShadeMapMask_Inverse("1st ShadeMapMask Inverse", Float ) = 0 [ToggleUI] _Use_BaseAs1st ("Use BaseMap as 1st ShadeMap--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}}", Float ) = 0 _2nd_ShadeColor ("2nd ShadeColor--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", Color) = (1,1,1,1) _2nd_ShadeMap ("2nd ShadeMap--{reference_properties:[_2nd_ShadeMapPan, _2nd_ShadeMapUV, _Use_2ndShadeMapAlpha_As_ShadowMask, _2ndShadeMapMask_Inverse],condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", 2D) = "white" {} [HideInInspector][Vector2]_2nd_ShadeMapPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _2nd_ShadeMapUV ("UV", Int) = 0 [HideInInspector][ToggleUI]_Use_2ndShadeMapAlpha_As_ShadowMask("2nd ShadeMap.a As ShadowMask", Float ) = 0 [HideInInspector][ToggleUI]_2ndShadeMapMask_Inverse("2nd ShadeMapMask Inverse", Float ) = 0 [ToggleUI] _Use_1stAs2nd ("Use 1st ShadeMap as 2nd_ShadeMap--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", Float ) = 0 _BaseColor_Step ("BaseColor_Step--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", Range(0.01, 1)) = 0.5 _BaseShade_Feather ("Base/Shade_Feather--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", Range(0.0001, 1)) = 0.0001 _ShadeColor_Step ("ShadeColor_Step--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", Range(0.01, 1)) = 0 _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", Range(0.0001, 1)) = 0.0001 [Gradient]_ToonRamp ("Lighting Ramp--{texture:{width:512,height:4,filterMode:Bilinear,wrapMode:Clamp},force_texture_options:true,condition_show:{type:AND,condition1:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingMode==2}},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==0}}}", 2D) = "white" { } _LightingShadowMask ("Ramp Mask--{reference_properties:[_LightingShadowMaskPan, _LightingShadowMaskUV],condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingMode==2}}}", 2D) = "white" { } [HideInInspector][Vector2]_LightingShadowMaskPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _LightingShadowMaskUV ("UV", Int) = 0 _ShadowOffset ("Ramp Offset--{condition_show:{type:AND,condition1:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingMode==2}},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==0}}}}", Range(-1, 1)) = 0 _LightingGradientStart ("Gradient Start--{condition_show:{type:AND,condition1:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingMode==2}},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==1}}}", Range(0, 1)) = 0 _LightingGradientEnd ("Gradient End--{condition_show:{type:AND,condition1:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingMode==2}},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==1}}}", Range(0, 1)) = .5 _SkinLUT ("LUT--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==3}}", 2D) = "white" {} _SssScale ("Scale--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==3}}", Range(0,1)) = 1 [HideInInspector]_SssBumpBlur ("Bump Blur--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==3}}", Range(0,1)) = 0.7 [HideInInspector][Vector3]_SssTransmissionAbsorption ("Absorption--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==3}}", Vector) = (-8,-40,-64,0) [HideInInspector][Vector3]_SssColorBleedAoWeights ("AO Color Bleed--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==3}}", Vector) = (0.4,0.15,0.13,0) _LightingShadowColor ("Shadow Tint--{reference_property:_LightingDetailShadowsEnabled, condition_showS:(_LightingMode==0&&_LightingRampType!=2)||_LightingMode==2||_LightingMode==3}", Color) = (1, 1, 1, 1) _ShadowStrength ("Shadow Strength--{condition_showS:(_LightingMode==0&&_LightingRampType!=2)||_LightingMode==2}", Range(0, 1)) = 1 _AttenuationMultiplier ("Receive Casted Shadows--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode!=4}}", Range(0, 1)) = 0 [ToggleUI]_LightingIgnoreAmbientColor ("Ignore Ambient Color--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode!=4},condition2:{type:PROPERTY_BOOL,data:_LightingMode!=1}}}", Float) = 0 [HideInInspector] m_start_lightingModifiers ("Lighting Modifiers", Float) = 0 [Enum(Poi Custom, 0, Correct, 1)] _LightingDirectColorMode ("Direct Light Color", Int) = 0 [ToggleUI]_LightingIndirectColorMode ("Indirect Uses Normals", Float) = 0 [ToggleUI]_LightingUncapped ("Uncapped Lighting", Float) = 0 [ToggleUI]_LightingOnlyUnityShadows ("Only Unity Shadows", Float) = 0 _LightingMonochromatic ("Monochromatic Lighting?", Range(0,1)) = 0 _LightingMinLightBrightness ("Min Brightness", Range(0, 1)) = 0 _LightingMinShadowBrightnessRatio ("Shadow:Light min Ratio", Range(0, 1)) = 0 [HideInInspector] m_end_lightingModifiers ("Lighting Modifiers", Float) = 0 [HideInInspector] m_start_detailShadows ("Detail Shadows--{reference_property:_LightingDetailShadowsEnabled, condition_show:{type:PROPERTY_BOOL,data:_LightingMode!=4}}", Float) = 0 [HideInInspector][ToggleUI]_LightingDetailShadowsEnabled ("Enabled Detail Shadows?", Float) = 0 _LightingDetailShadows ("Detail Shadows--{reference_properties:[_LightingDetailShadowsPan, _LightingDetailShadowsUV]}", 2D) = "white" { } [HideInInspector][Vector2]_LightingDetailShadowsPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _LightingDetailShadowsUV ("UV", Int) = 0 _LightingDetailStrength ("Detail Strength", Range(0, 1)) = 1 [HideInInspector] m_end_detailShadows ("Detail Shadows", Float) = 0 [HideInInspector] m_start_ambientOcclusion ("Ambient Occlusion--{reference_property:_LightingEnableAO}", Float) = 0 [HideInInspector][ToggleUI]_LightingEnableAO ("Enable AO", Float) = 0 _LightingAOTex ("AO Map", 2D) = "white" { } [HideInInspector][Vector2]_LightingAOTexPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _LightingAOTexUV ("UV", Int) = 0 _AOStrength ("AO Strength", Range(0, 1)) = 1 [HideInInspector] m_end_ambientOcclusion ("Ambient Occlusion", Float) = 0 [HideInInspector] m_start_lightingHSL ("HSL Lighting--{reference_property:_LightingEnableHSL, condition_show:{type:PROPERTY_BOOL,data:_LightingMode==0}}", Float) = 0 [HideInInspector][ToggleUI]_LightingEnableHSL ("Enabled HSL Lighting", Float) = 0 _LightingHSLIntensity ("Shadow HSL Intensity", Range(0, 1)) = 1 _LightingShadowHue ("Shadow Hue Change", Range(0, 1)) = 0.5 _LightingShadowSaturation ("Shadow Saturation Change", Range(0, 1)) = 0.5 _LightingShadowLightness ("Shadow Lightness Change", Range(0, 1)) = 0.5 [HideInInspector] m_end_lightingHSL ("HSL Lighting", Float) = 0 [HideInInspector] m_start_lightingAdvanced ("Additive Lighting (Point/Spot)--{reference_property:_LightingAdditiveEnable,button_help:{text:Tutorial,action:{type:URL,data:https://www.youtube.com/watch?v=at3p5yRRVU0&list=PL4_Gy3VRJSmbXfQSldzUiChgABQsoBlLw&index=12},hover:YouTube}}", Float) = 0 [HideInInspector][ToggleUI]_LightingAdditiveEnable ("Enable Additive", Float) = 1 [Enum(Realistic, 0, Toon, 1, Wrapped, 2)] _LightingAdditiveType ("Lighting Type", Int) = 1 _LightingAdditiveGradientStart ("Gradient Start", Range(0, 1)) = 0 _LightingAdditiveGradientEnd ("Gradient End", Range(0, 1)) = .5 _LightingAdditivePassthrough ("Point Light Passthrough", Range(0, 1)) = .5 _LightingAdditiveDetailStrength ("Detail Shadow Strength", Range(0, 1)) = 1 [ToggleUI]_LightingAdditiveLimitIntensity ("Limit Intensity", Float) = 0 _LightingAdditiveMaxIntensity ("Max Intensity--{condition_show:{type:PROPERTY_BOOL,data:_LightingAdditiveLimitIntensity==1}}", Range(0, 3)) = 1 [ThryToggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]_DisableDirectionalInAdd ("No Directional", Float) = 1 [HideInInspector] m_end_lightingAdvanced ("Additive Lighting", Float) = 0 [HideInInspector] m_end_Lighting ("Light and Shadow", Float) = 0 [HideInInspector] m_start_subsurface ("Subsurface Scattering", Float) = 0 [ThryToggle(_TERRAIN_NORMAL_MAP)]_EnableSSS ("Enable Subsurface Scattering", Float) = 0 _SSSColor ("Subsurface Color", Color) = (1, 0, 0, 1) _SSSThicknessMap ("Thickness Map--{reference_properties:[_SSSThicknessMapPan, _SSSThicknessMapUV]}", 2D) = "black" { } [HideInInspector][Vector2]_SSSThicknessMapPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SSSThicknessMapUV ("UV", Int) = 0 _SSSThicknessMod ("Thickness mod", Range(-1, 1)) = 0 _SSSSCale ("Light Strength", Range(0, 1)) = 0.25 _SSSPower ("Light Spread", Range(1, 100)) = 5 _SSSDistortion ("Light Distortion", Range(0, 1)) = 1 [HideInInspector] m_end_subsurface ("Subsurface Scattering", Float) = 0 [HideInInspector] m_start_rimLightOptions ("Rim Lighting", Float) = 0 [ThryToggle(_GLOSSYREFLECTIONS_OFF)]_EnableRimLighting ("Enable Rim Lighting", Float) = 0 [Enum(vertex, 0, pixel, 1)] _RimLightNormal ("Normal Select", Int) = 1 [ToggleUI]_RimLightingInvert ("Invert Rim Lighting", Float) = 0 _RimLightColor ("Rim Color", Color) = (1, 1, 1, 1) _RimWidth ("Rim Width", Range(0, 1)) = 0.8 _RimSharpness ("Rim Sharpness", Range(0, 1)) = .25 _RimStrength ("Rim Emission", Range(0, 20)) = 0 _RimBrighten ("Rim Color Brighten", Range(0, 3)) = 0 _RimLightColorBias ("Rim Color Bias", Range(0, 1)) = 1 _RimTex ("Rim Texture", 2D) = "white" { } [HideInInspector][Vector2]_RimTexPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _RimTexUV ("UV", Int) = 0 _RimMask ("Rim Mask", 2D) = "white" { } [HideInInspector][Vector2]_RimMaskPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _RimMaskUV ("UV", Int) = 0 [HideInInspector] m_start_rimHueShift ("Hue Shift", Float) = 0 [ToggleUI]_RimHueShiftEnabled ("Enabled", Float) = 0 _RimHueShiftSpeed ("Shift Speed", Float) = 0 _RimHueShift ("Hue Shift", Range(0,1)) = 0 [HideInInspector] m_end_rimHueShift ("Hue Shift", Float) = 0 [HideInInspector] m_start_rimWidthNoise ("Width Noise", Float) = 0 _RimWidthNoiseTexture ("Rim Width Noise", 2D) = "black" { } [HideInInspector][Vector2]_RimWidthNoiseTexturePan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _RimWidthNoiseTextureUV ("UV", Int) = 0 _RimWidthNoiseStrength ("Intensity", Range(0, 1)) = 0.1 [HideInInspector] m_end_rimWidthNoise ("Width Noise", Float) = 0 [HideInInspector] m_start_ShadowMix ("Shadow Mix", Float) = 0 _ShadowMix ("Shadow Mix In", Range(0, 1)) = 0 _ShadowMixThreshold ("Shadow Mix Threshold", Range(0, 1)) = .5 _ShadowMixWidthMod ("Shadow Mix Width Mod", Range(0, 10)) = .5 [HideInInspector] m_end_ShadowMix ("Shadow Mix", Float) = 0 [HideInInspector] m_start_RimAudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0 [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkRimWidthBand ("Width Add Band", Int) = 0 [Vector2] _AudioLinkRimWidthAdd ("Width Add (XMin, YMax)", Vector) = (0,0,0,0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkRimEmissionBand ("Emission Add Band", Int) = 0 [Vector2] _AudioLinkRimEmissionAdd ("Emission Add (XMin, YMax)", Vector) = (0,0,0,0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkRimBrightnessBand ("Brightness Band", Int) = 0 [Vector2] _AudioLinkRimBrightnessAdd ("Brightness Add (XMin, YMax)", Vector) = (0,0,0,0) [HideInInspector] m_end_RimAudioLink ("Audio Link", Float) = 0 [HideInInspector] m_end_rimLightOptions ("Rim Lighting", Float) = 0 [HideInInspector] m_start_reflectionRim ("Environmental Rim", Float) = 0 [ThryToggle(_MAPPING_6_FRAMES_LAYOUT)]_EnableEnvironmentalRim ("Enable Environmental Rim", Float) = 0 _RimEnviroMask ("Mask", 2D) = "white" { } [HideInInspector][Vector2]_RimEnviroMaskPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _RimEnviroMaskUV ("UV", Int) = 0 _RimEnviroBlur ("Blur", Range(0, 1)) = 0.7 _RimEnviroWidth ("Rim Width", Range(0, 1)) = 0.45 _RimEnviroSharpness ("Rim Sharpness", Range(0, 1)) = 0 _RimEnviroMinBrightness ("Min Brightness Threshold", Range(0, 2)) = 0 _RimEnviroIntensity ("Intensity", Range(0, 1)) = 1 [HideInInspector] m_end_reflectionRim ("Environmental Rim", Float) = 0 [HideInInspector] m_start_bakedLighting ("Baked Lighting", Float) = 0 _SpecularLMOcclusion("Specular Occlusion", Range(0,1)) = 0 _SpecLMOcclusionAdjust("Spec Occlusion Sensitiviy", Range(0,1)) = 0.2 _GIEmissionMultiplier ("GI Emission Multiplier", Float) = 1 [HideInInspector] DSGI ("DSGI", Float) = 0 //add this property for double sided illumination settings to be shown [HideInInspector] LightmapFlags ("Lightmap Flags", Float) = 0 //add this property for lightmap flags settings to be shown [HideInInspector] m_end_bakedLighting ("Baked Lighting", Float) = 0 [Helpbox(3)] _LockTooltip ("ALWAYS LOCK IN BEFORE UPLOADING. || RIGHT CLICK A PROPERTY IF YOU WANT TO ANIMATE IT.", Int) = 0 [HideInInspector] m_start_brdf ("Metallics & Specular--{reference_property:_EnableBRDF}", Float) = 0 [HideInInspector][ThryToggle(VIGNETTE_CLASSIC)]_EnableBRDF ("Enable", Float) = 0 _BRDFMetallicGlossMap ("Metallic Gloss Map--{reference_properties:[_BRDFMetallicGlossMapPan, _BRDFMetallicGlossMapUV, _BRDFInvertGlossiness, _BRDFMetallicGlossMapToolTip]}", 2D) = "white" { } [HideInInspector][Helpbox(1)] _BRDFMetallicGlossMapToolTip ("R = Metallic, G = Reflectance, A = Glossiness/Smoothness/Inverse Roughness", Int) = 0 [HideInInspector][ToggleUI]_BRDFInvertGlossiness ("Invert Glossiness", Float) = 0 [HideInInspector][Vector2]_BRDFMetallicGlossMapPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _BRDFMetallicGlossMapUV ("UV", Int) = 0 _BRDFSpecularMap ("Specular Tint/Mask--{reference_properties:[_BRDFSpecularMapPan, _BRDFSpecularMapUV, _BRDFSpecularMapToolTip]}", 2D) = "white" { } [HideInInspector][Helpbox(1)] _BRDFSpecularMapToolTip ("RGB = Color, A = Mask", Int) = 0 [HideInInspector][Vector2]_BRDFSpecularMapPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _BRDFSpecularMapUV ("UV", Int) = 0 _BRDFMetallicMap ("Metallic Tint/Mask--{reference_properties:[_BRDFMetallicMapPan, _BRDFMetallicMapUV, _BRDFMetallicMapToolTip]}", 2D) = "white" { } [HideInInspector][Helpbox(1)] _BRDFMetallicMapToolTip ("RGB = Color, A = Mask", Int) = 0 [HideInInspector][Vector2]_BRDFMetallicMapPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _BRDFMetallicMapUV ("UV", Int) = 0 _BRDFMetallic ("Metallic", Range(0,1)) = 0 _BRDFGlossiness ("Glossiness", Range(0,1)) = 0 _BRDFReflectance ("Reflectance", Range(0,1)) = .5 _BRDFAnisotropy ("Anisotropy", Range(-1,1)) = 0 _BRDFMetallicSpecIgnoresBaseColor("Spec Ignores Base Color", Range(0,1)) = 0 [ToggleUI]_BRDFReflectionsEnabled ("Enable Reflections", Float) = 1 [ToggleUI]_BRDFSpecularEnabled ("Enable Specular", Float) = 1 _BRDFFallback ("Fallback Reflection", Cube) = "" { } [ToggleUI]_BRDFForceFallback ("Force Fallback Reflection", Range(0, 1)) = 0 [HideInInspector] m_end_brdf ("Baked Lighting", Float) = 0 [HideInInspector] m_start_Metallic ("Metallicsa", Float) = 0 [ThryToggle(_METALLICGLOSSMAP)]_EnableMetallic ("Enable Metallics", Float) = 0 _CubeMap ("Baked CubeMap", Cube) = "" { } [ToggleUI]_SampleWorld ("Force Baked Cubemap", Range(0, 1)) = 0 _MetalReflectionTint ("Reflection Tint", Color) = (1, 1, 1) _MetallicTintMap ("Tint Map", 2D) = "white" { } [HideInInspector][Vector2]_MetallicTintMapPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _MetallicTintMapUV ("UV", Int) = 0 _MetallicMask ("Metallic Mask", 2D) = "white" { } [HideInInspector][Vector2]_MetallicMaskPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _MetallicMaskUV ("UV", Int) = 0 _Metallic ("Metallic", Range(0, 1)) = 0 _SmoothnessMask ("Smoothness Map", 2D) = "white" { } [HideInInspector][Vector2]_SmoothnessMaskPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SmoothnessMaskUV ("UV", Int) = 0 [ToggleUI]_InvertSmoothness ("Invert Smoothness Map", Range(0, 1)) = 0 _Smoothness ("Smoothness", Range(0, 1)) = 0 [HideInInspector] m_end_Metallic ("Metallics", Float) = 0 [HideInInspector] m_start_clearCoat ("Clear Coat", Float) = 0 [ThryToggle(_COLORCOLOR_ON)]_EnableClearCoat ("Enable Clear Coat", Float) = 0 _ClearcoatMap ("Clear Coat Map--{reference_properties:[_ClearcoatMapPan, _ClearcoatMapUV, _ClearcoatInvertSmoothness, _ClearcoatHelpBox]}", 2D) = "white" { } [HideInInspector][Helpbox(1)] _ClearcoatHelpBox ("R = Clear Coat Map, G = Specular Mask, B = Reflection Mask, A = Glossiness/Smoothness/Inverse Roughness", Int) = 0 [HideInInspector][Vector2]_ClearcoatMapPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _ClearcoatMapUV ("UV", Int) = 0 [HideInInspector][ToggleUI]_ClearcoatInvertSmoothness ("Invert Smoothness", Range(0, 1)) = 0 _Clearcoat ("Clear Coat", Range(0, 1)) = 1 _ClearcoatGlossiness ("Smoothness", Range(0, 1)) = 0 _ClearcoatAnisotropy ("Anisotropy", Range(-1, 1)) = 0 [ToggleUI]_ClearcoatEnableReflections ("Enable Reflections", Range(0, 1)) = 1 [ToggleUI]_ClearcoatEnableSpecular ("Enable Specular", Range(0, 1)) = 1 _ClearcoatFallback ("Fallback CubeMap", Cube) = "" { } [ToggleUI]_ClearcoatForceFallback ("Force Fallback Cubemap", Range(0, 1)) = 0 [HideInInspector] m_end_clearCoat ("Clear Coat", Float) = 0 [HideInInspector] m_start_matcap ("Matcap / Sphere Textures", Float) = 0 [ThryToggle(_COLORADDSUBDIFF_ON)]_MatcapEnable ("Enable Matcap", Float) = 0 _MatcapColor ("Color", Color) = (1, 1, 1, 1) [TextureNoSO]_Matcap ("Matcap", 2D) = "white" { } _MatcapBorder ("Border", Range(0, .5)) = 0.43 _MatcapMask ("Mask--{reference_properties:[_MatcapMaskPan, _MatcapMaskUV, _MatcapMaskInvert]}", 2D) = "white" { } [HideInInspector][Vector2]_MatcapMaskPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _MatcapMaskUV ("UV", Int) = 0 [HideInInspector][ToggleUI]_MatcapMaskInvert("Invert", Float) = 0 _MatcapEmissionStrength ("Emission Strength", Range(0, 20)) = 0 _MatcapIntensity ("Intensity", Range(0, 5)) = 1 _MatcapLightMask ("Hide in Shadow", Range(0, 1)) = 0 _MatcapReplace ("Replace With Matcap", Range(0, 1)) = 1 _MatcapMultiply ("Multiply Matcap", Range(0, 1)) = 0 _MatcapAdd ("Add Matcap", Range(0, 1)) = 0 [Enum(Vertex, 0, Pixel, 1)] _MatcapNormal ("Normal to use", Int) = 1 [HideInInspector] m_start_matcapHueShift ("Hue Shift", Float) = 0 [ToggleUI]_MatcapHueShiftEnabled ("Enabled", Float) = 0 _MatcapHueShiftSpeed ("Shift Speed", Float) = 0 _MatcapHueShift ("Hue Shift", Range(0,1)) = 0 [HideInInspector] m_end_matcapHueShift ("Hue Shift", Float) = 0 [HideInInspector] m_end_matcap ("Matcap", Float) = 0 [HideInInspector] m_start_Matcap2 ("Matcap 2", Float) = 0 [ThryToggle(COLOR_GRADING_HDR_3D)]_Matcap2Enable ("Enable Matcap 2", Float) = 0 _Matcap2Color ("Color", Color) = (1, 1, 1, 1) [TextureNoSO]_Matcap2 ("Matcap", 2D) = "white" { } _Matcap2Border ("Border", Range(0, .5)) = 0.43 _Matcap2Mask ("Mask--{reference_properties:[_Matcap2MaskPan, _Matcap2MaskUV, _Matcap2MaskInvert]}", 2D) = "white" { } [HideInInspector][Vector2]_Matcap2MaskPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _Matcap2MaskUV ("UV", Int) = 0 [HideInInspector][ToggleUI]_Matcap2MaskInvert("Invert", Float) = 0 _Matcap2EmissionStrength ("Emission Strength", Range(0, 20)) = 0 _Matcap2Intensity ("Intensity", Range(0, 5)) = 1 _Matcap2LightMask ("Hide in Shadow", Range(0, 1)) = 0 _Matcap2Replace ("Replace With Matcap", Range(0, 1)) = 0 _Matcap2Multiply ("Multiply Matcap", Range(0, 1)) = 0 _Matcap2Add ("Add Matcap", Range(0, 1)) = 0 [Enum(Vertex, 0, Pixel, 1)] _Matcap2Normal ("Normal to use", Int) = 1 [HideInInspector] m_start_matcap2HueShift ("Hue Shift", Float) = 0 [ToggleUI]_Matcap2HueShiftEnabled ("Enabled", Float) = 0 _Matcap2HueShiftSpeed ("Shift Speed", Float) = 0 _Matcap2HueShift ("Hue Shift", Range(0,1)) = 0 [HideInInspector] m_end_matcap2HueShift ("Hue Shift", Float) = 0 [HideInInspector] m_end_Matcap2 ("Matcap 2", Float) = 0 [HideInInspector] m_start_specular ("Specular Reflections", Float) = 0 [ThryToggle(_SPECGLOSSMAP)]_EnableSpecular ("Enable Specular", Float) = 0 [Enum(Realistic, 1, Toon, 2, Anisotropic, 3, Toon Aniso, 4)] _SpecularType ("Specular Type", Int) = 1 [Enum(vertex, 0, pixel, 1)] _SpecularNormal ("Normal Select", Int) = 1 _SpecularTint ("Specular Tint", Color) = (1, 1, 1, 1) _SpecularMetallic ("Metallic", Range(0, 1)) = 0 _SpecularMaxBrightness("Max Light Brightness", Float) = 0 [Gradient]_SpecularMetallicMap ("Metallic Map--{reference_properties:[_SpecularMetallicMapPan, _SpecularMetallicMapUV]}", 2D) = "white" { } [HideInInspector][Vector2]_SpecularMetallicMapPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SpecularMetallicMapUV ("UV", Int) = 0 _SpecularSmoothness ("Smoothness--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==1},condition2:{type:PROPERTY_BOOL,data:_SpecularType==3}}}", Range(0, 1)) = 1 [Gradient]_SpecularMap ("Specular Map", 2D) = "white" { } [HideInInspector][Vector2]_SpecularMapPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SpecularMapUV ("UV", Int) = 0 [ToggleUI]_SpecularInvertSmoothness ("Invert Smoothness", Float) = 0 _SpecularMask ("Specular Mask", 2D) = "white" { } [HideInInspector][Vector2]_SpecularMaskPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SpecularMaskUV ("UV", Int) = 0 [Enum(Alpha, 0, Grayscale, 1)] _SmoothnessFrom ("Smoothness From", Int) = 1 [Enum(Tangent, 0, binormal, 1)] _SpecWhatTangent ("(Bi)Tangent?--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", Int) = 0 _AnisoSpec1Alpha ("Spec1 Alpha--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==3}}", Range(0, 1)) = 1 _AnisoSpec2Alpha ("Spec2 Alpha--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==3}}", Range(0, 1)) = 1 _Spec1Offset ("Spec1 Offset--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==3}}", Range(-1, 1)) = 0 _Spec2Smoothness ("Spec2 Smoothness--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==3}}", Range(0, 1)) = 0 [ToggleUI]_AnisoUseTangentMap ("Use Directional Map?--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", Float) = 0 _AnisoTangentMap ("Anisotropic Directional Map--{reference_properties:[_AnisoTangentMapPan, _AnisoTangentMapUV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", 2D) = "bump" { } [HideInInspector][Vector2]_AnisoTangentMapPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _AnisoTangentMapUV ("UV", Int) = 0 _SpecularToonStart ("Spec Toon Start--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==4}}", Range(0, 1)) = .95 _SpecularToonEnd ("Spec Toon End--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==4}}", Range(0, 2)) = 1 [ToggleUI]_SpecularAnisoJitterMirrored ("Mirrored?--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==4}}", Float) = 0 [Curve]_SpecularAnisoJitterMicro ("Micro Shift--{reference_properties:[_SpecularAnisoJitterMicroPan, _SpecularAnisoJitterMicroUV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", 2D) = "black" { } _SpecularAnisoJitterMicroMultiplier ("Micro Multiplier--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", Range(0, 10)) = 0 [HideInInspector][Vector2]_SpecularAnisoJitterMicroPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SpecularAnisoJitterMicroUV ("UV", Int) = 0 [Curve]_SpecularAnisoJitterMacro ("Macro Shift--{reference_properties:[_SpecularAnisoJitterMacroPan, _SpecularAnisoJitterMacroUV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", 2D) = "black" { } _SpecularAnisoJitterMacroMultiplier ("Macro Multiplier--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", Range(0, 10)) = 0 [HideInInspector][Vector2]_SpecularAnisoJitterMacroPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SpecularAnisoJitterMacroUV ("UV", Int) = 0 [MultiSlider]_SpecularToonInnerOuter ("Inner/Outer Edge--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==2}}", Vector) = (0.25, 0.3, 0, 1) [HideInInspector] m_end_specular ("Specular Reflections", Float) = 0 [HideInInspector] m_start_specular1 ("Specular Reflections 2", Float) = 0 [ThryToggle(DITHERING)]_EnableSpecular1 ("Enable Specular", Float) = 0 [Enum(Realistic, 1, Toon, 2, Anisotropic, 3, Toon Aniso, 4)] _SpecularType1 ("Specular Type", Int) = 1 [Enum(vertex, 0, pixel, 1)] _SpecularNormal1 ("Normal Select", Int) = 1 _SpecularTint1 ("Specular Tint", Color) = (1, 1, 1, 1) _SpecularMetallic1 ("Metallic", Range(0, 1)) = 0 _SpecularMaxBrightness1("Max Light Brightness", Float) = 0 [Gradient]_SpecularMetallicMap1 ("Metallic Map--{reference_properties:[_SpecularMetallicMapPan, _SpecularMetallicMapUV]}", 2D) = "white" { } [HideInInspector][Vector2]_SpecularMetallicMap1Pan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SpecularMetallicMap1UV ("UV", Int) = 0 _SpecularSmoothness1 ("Smoothness--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==1},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==3}}}", Range(-2, 1)) = .75 _SpecularMap1 ("Specular Map", 2D) = "white" { } [HideInInspector][Vector2]_SpecularMap1Pan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SpecularMap1UV ("UV", Int) = 0 [ToggleUI]_SpecularInvertSmoothness1 ("Invert Smoothness", Float) = 0 _SpecularMask1 ("Specular Mask", 2D) = "white" { } [HideInInspector][Vector2]_SpecularMask1Pan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SpecularMask1UV ("UV", Int) = 0 [Enum(Alpha, 0, Grayscale, 1)] _SmoothnessFrom1 ("Smoothness From", Int) = 1 [Enum(Tangent, 0, binormal, 1)] _SpecWhatTangent1 ("(Bi)Tangent?--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", Int) = 0 _AnisoSpec1Alpha1 ("Spec1 Alpha--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==3}}", Range(0, 1)) = 1 _AnisoSpec2Alpha1 ("Spec2 Alpha--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==3}}", Range(0, 1)) = 1 _Spec1Offset1 ("Spec1 Offset--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==3}}", Range(-1, 1)) = 0 _Spec2Smoothness1 ("Spec2 Smoothness--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==3}}", Range(0, 1)) = 0 [ToggleUI]_AnisoUseTangentMap1 ("Use Directional Map?--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", Float) = 0 _AnisoTangentMap1 ("Anisotropic Directional Map--{reference_properties:[_AnisoTangentMap1Pan, _AnisoTangentMap1UV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", 2D) = "bump" { } [HideInInspector][Vector2]_AnisoTangentMap1Pan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _AnisoTangentMap1UV ("UV", Int) = 0 _SpecularToonStart1 ("Spec Toon Start--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==4}}", Range(0, 1)) = .95 _SpecularToonEnd1 ("Spec Toon End--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==4}}", Range(0, 2)) = 1 [ToggleUI]_SpecularAnisoJitterMirrored1 ("Mirrored?--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==4}}", Float) = 0 [Curve]_SpecularAnisoJitterMicro1 ("Micro Shift--{reference_properties:[_SpecularAnisoJitterMicro1Pan, _SpecularAnisoJitterMicro1UV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", 2D) = "black" { } _SpecularAnisoJitterMicroMultiplier1 ("Micro Multiplier--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", Range(0, 10)) = 0 [HideInInspector][Vector2]_SpecularAnisoJitterMicro1Pan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SpecularAnisoJitterMicro1UV ("UV", Int) = 0 [Curve]_SpecularAnisoJitterMacro1 ("Macro Shift--{reference_properties:[_SpecularAnisoJitterMacro1Pan, _SpecularAnisoJitterMacro1UV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", 2D) = "black" { } _SpecularAnisoJitterMacroMultiplier1 ("Macro Multiplier--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", Range(0, 10)) = 0 [HideInInspector][Vector2]_SpecularAnisoJitterMacro1Pan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SpecularAnisoJitterMacro1UV ("UV", Int) = 0 [MultiSlider]_SpecularToonInnerOuter1 ("Inner/Outer Edge--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==2}}", Vector) = (0.25, 0.3, 0, 1) [HideInInspector] m_end_specular1 ("Specular Reflections", Float) = 0 [HideInInspector] m_Special_Effects ("Special Effects", Float) = 0 [HideInInspector] m_start_emissionOptions ("Emission / Glow", Float) = 0 [ThryToggle(_EMISSION)]_EnableEmission ("Enable Emission", Float) = 0 [ToggleUI]_EmissionReplace ("Replace Base Color", Float) = 0 [HDR]_EmissionColor ("Emission Color", Color) = (1, 1, 1, 1) [Gradient]_EmissionMap ("Emission Map", 2D) = "white" { } [ToggleUI]_EmissionBaseColorAsMap ("Base Color as Map?", Float) = 0 [HideInInspector][Vector2]_EmissionMapPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _EmissionMapUV ("UV", Int) = 0 _EmissionMask ("Emission Mask", 2D) = "white" { } [HideInInspector][Vector2]_EmissionMaskPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _EmissionMaskUV ("UV", Int) = 0 _EmissionStrength ("Emission Strength", Range(0, 20)) = 0 [ToggleUI]_EmissionHueShiftEnabled ("Enable Hue Shift", Float) = 0 _EmissionHueShift ("Hue Shift", Range(0, 1)) = 0 _EmissionHueShiftSpeed ("Hue Shift Speed", Float) = 0 [HideInInspector] m_start_CenterOutEmission ("Center Out Emission", Float) = 0 [HideInInspector][ToggleUI]_EmissionCenterOutEnabled ("Enable Center Out", Float) = 0 _EmissionCenterOutSpeed ("Flow Speed", Float) = 5 [HideInInspector] m_end_CenterOutEmission ("inward out emission", Float) = 0 [HideInInspector] m_start_glowInDarkEmissionOptions ("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0 [HideInInspector][ToggleUI]_EnableGITDEmission ("Enable Glow In The Dark", Float) = 0 [Enum(World, 0, Mesh, 1)] _GITDEWorldOrMesh ("Lighting Type", Int) = 0 _GITDEMinEmissionMultiplier ("Min Emission Multiplier", Range(0, 1)) = 1 _GITDEMaxEmissionMultiplier ("Max Emission Multiplier", Range(0, 1)) = 0 _GITDEMinLight ("Min Lighting", Range(0, 1)) = 0 _GITDEMaxLight ("Max Lighting", Range(0, 1)) = 1 [HideInInspector] m_end_glowInDarkEmissionOptions ("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0 [HideInInspector] m_start_blinkingEmissionOptions ("Blinking Emission", Float) = 0 [HideInInspector][ToggleUI]_EmissionBlinkingEnabled ("Enable Blinking", Float) = 0 _EmissiveBlink_Min ("Emissive Blink Min", Float) = 0 _EmissiveBlink_Max ("Emissive Blink Max", Float) = 1 _EmissiveBlink_Velocity ("Emissive Blink Velocity", Float) = 4 _EmissionBlinkingOffset ("Offset", Float) = 0 [HideInInspector] m_end_blinkingEmissionOptions ("Blinking Emission", Float) = 0 [HideInInspector] m_start_scrollingEmissionOptions ("Scrolling Emission", Float) = 0 [HideInInspector][ToggleUI] _ScrollingEmission ("Enable Scrolling Emission", Float) = 0 [ToggleUI]_EmissionScrollingUseCurve ("Use Curve", float) = 0 [Curve]_EmissionScrollingCurve ("Curve", 2D) = "white" { } [ToggleUI]_EmissionScrollingVertexColor ("VColor as position", float) = 0 _EmissiveScroll_Direction ("Direction", Vector) = (0, -10, 0, 0) _EmissiveScroll_Width ("Width", Float) = 10 _EmissiveScroll_Velocity ("Velocity", Float) = 10 _EmissiveScroll_Interval ("Interval", Float) = 20 _EmissionScrollingOffset ("Offset", Float) = 0 [HideInInspector] m_end_scrollingEmissionOptions ("Scrolling Emission", Float) = 0 [HideInInspector] m_start_EmissionAudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0 [ToggleUI] _EnableEmissionStrengthAudioLink ("multiply Emission Strength", Float) = 0 [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmissionStrengthBand ("Emission Strength Band", Int) = 0 [ToggleUI] _EnableEmissionCenterOutAudioLink ("Center Out multipy", Float) = 0 _EmissionCenterOutAudioLinkWidth("C Out Mul Duration", Range(0,1)) = 1 [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmissionCenterOutBand ("Center Out M Band", Int) = 0 [Vector2] _EmissionCenterOutAddAudioLink ("Center Out Add", Vector) = (0,0,0,0) _EmissionCenterOutAddAudioLinkwidth("C Out Add Duration", Range(0,1)) = 1 [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmissionCenterOutAddBand ("Center Out A Band", Int) = 0 [Vector2]_AudioLinkAddEmission ("Emission Strength Add", Vector) = (0, 0, 0, 0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkAddEmissionBand ("Emission Add Band", Int) = 0 [HideInInspector] m_end_EmissionAudioLink ("Audio Link", Float) = 0 [HideInInspector] m_end_emissionOptions ("Emission / Glow", Float) = 0 [HideInInspector] m_start_emission1Options ("Emission / Glow 2 (Requires Emission 1 Enabled)", Float) = 0 [ThryToggle(EFFECT_HUE_VARIATION)]_EnableEmission1 ("Enable Emission 2", Float) = 0 [HDR]_EmissionColor1 ("Emission Color", Color) = (1, 1, 1, 1) [Gradient]_EmissionMap1 ("Emission Map", 2D) = "white" { } [ToggleUI]_EmissionBaseColorAsMap1 ("Base Color as Map?", Float) = 0 [HideInInspector][Vector2]_EmissionMap1Pan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _EmissionMap1UV ("UV", Int) = 0 _EmissionMask1 ("Emission Mask", 2D) = "white" { } [HideInInspector][Vector2]_EmissionMask1Pan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _EmissionMask1UV ("UV", Int) = 0 _EmissionStrength1 ("Emission Strength", Range(0, 20)) = 0 [ToggleUI]_EmissionHueShiftEnabled1 ("Enable Hue Shift", Float) = 0 _EmissionHueShift1 ("Hue Shift", Range(0, 1)) = 0 _EmissionHueShiftSpeed1 ("Hue Shift Speed", Float) = 0 [HideInInspector] m_start_CenterOutEmission1 ("Center Out Emission", Float) = 0 [HideInInspector][ToggleUI]_EmissionCenterOutEnabled1 ("Enable Center Out", Float) = 0 _EmissionCenterOutSpeed1 ("Flow Speed", Float) = 5 [HideInInspector] m_end_CenterOutEmission1 ("inward out emission", Float) = 0 [HideInInspector] m_start_glowInDarkEmissionOptions1 ("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0 [HideInInspector][ToggleUI]_EnableGITDEmission1 ("Enable Glow In The Dark", Float) = 0 [Enum(World, 0, Mesh, 1)] _GITDEWorldOrMesh1 ("Lighting Type", Int) = 0 _GITDEMinEmissionMultiplier1 ("Min Emission Multiplier", Range(0, 1)) = 1 _GITDEMaxEmissionMultiplier1 ("Max Emission Multiplier", Range(0, 1)) = 0 _GITDEMinLight1 ("Min Lighting", Range(0, 1)) = 0 _GITDEMaxLight1 ("Max Lighting", Range(0, 1)) = 1 [HideInInspector] m_end_glowInDarkEmissionOptions1 ("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0 [HideInInspector] m_start_blinkingEmissionOptions1 ("Blinking Emission", Float) = 0 [HideInInspector][ToggleUI]_EmissionBlinkingEnabled1 ("Enable Blinking", Float) = 0 _EmissiveBlink_Min1 ("Emissive Blink Min", Float) = 0 _EmissiveBlink_Max1 ("Emissive Blink Max", Float) = 1 _EmissiveBlink_Velocity1 ("Emissive Blink Velocity", Float) = 4 _EmissionBlinkingOffset1 ("Offset", Float) = 0 [HideInInspector] m_end_blinkingEmissionOptions1 ("Blinking Emission", Float) = 0 [HideInInspector] m_start_scrollingEmissionOptions1 ("Scrolling Emission", Float) = 0 [HideInInspector][ToggleUI] _ScrollingEmission1 ("Enable Scrolling Emission", Float) = 0 [ToggleUI]_EmissionScrollingUseCurve1 ("Use Curve", float) = 0 [Curve]_EmissionScrollingCurve1 ("Curve", 2D) = "white" { } [ToggleUI]_EmissionScrollingVertexColor1 ("VColor as position", float) = 0 _EmissiveScroll_Direction1 ("Direction", Vector) = (0, -10, 0, 0) _EmissiveScroll_Width1 ("Width", Float) = 10 _EmissiveScroll_Velocity1 ("Velocity", Float) = 10 _EmissiveScroll_Interval1 ("Interval", Float) = 20 _EmissionScrollingOffset1 ("Offset", Float) = 0 [HideInInspector] m_end_scrollingEmission1Options ("Scrolling Emission", Float) = 0 [HideInInspector] m_start_Emission1AudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0 [ToggleUI] _EnableEmission1StrengthAudioLink ("Emission Strength", Float) = 0 [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmission1StrengthBand ("Emission Strength Band", Int) = 0 [ToggleUI] _EnableEmission1CenterOutAudioLink ("Center Out multipy", Float) = 0 _Emission1CenterOutAudioLinkWidth("C Out Mul Duration", Range(0,1)) = 1 [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmission1CenterOutBand ("Center Out Band", Int) = 0 [Vector2] _EmissionCenterOutAddAudioLink1 ("Center Out Add", Vector) = (0,0,0,0) _Emission1CenterOutAddAudioLinkwidth("C Out Add Duration", Range(0,1)) = 1 [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmission1CenterOutAddBand ("Center Out A Band", Int) = 0 [Vector2]_AudioLinkAddEmission1 ("Emission Strength Add", Vector) = (0, 0, 0, 0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkAddEmission1Band ("Emission Add Band", Int) = 0 [HideInInspector] m_end_Emission1AudioLink ("Audio Link", Float) = 0 [HideInInspector] m_end_emission1Options ("Emission / Glow 2", Float) = 0 [HideInInspector] m_start_pathing ("Pathing--{reference_property: _EnablePathing}", Float) = 0 [HideInInspector][ThryToggle(TONEMAPPING_CUSTOM)] _EnablePathing ("Enable Pathing", Float) = 0 _PathingMap ("RGB Path Map | A Mask--{reference_properties:[_PathingMapPan, _PathingMapUV]}", 2D) = "white" { } [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _PathingMapUV ("UV", Int) = 0 [HideInInspector][Vector2]_PathingMapPan ("Panning", Vector) = (0, 0, 0, 0) _PathingColorMap ("RGB Color | A Mask--{reference_properties:[_PathingColorMapPan, _PathingColorMapUV]}", 2D) = "white" { } [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _PathingColorMapUV ("UV", Int) = 0 [HideInInspector][Vector2]_PathingColorMapPan ("Panning", Vector) = (0, 0, 0, 0) [Enum(Fill, 0, Path, 1, Loop, 2)]_PathTypeR ("R Path Type", Float) = 0 [Enum(Fill, 0, Path, 1, Loop, 2)]_PathTypeG ("G Path Type", Float) = 0 [Enum(Fill, 0, Path, 1, Loop, 2)]_PathTypeB ("B Path Type", Float) = 0 [HDR]_PathColorR ("R Color", Color) = (1, 1, 1) [HDR]_PathColorG ("G Color", Color) = (1, 1, 1) [HDR]_PathColorB ("B Color", Color) = (1, 1, 1) [Vector3]_PathEmissionStrength ("Emission Strength", Vector) = (0.0, 0.0, 0.0, 1) [Vector3]_PathSoftness ("Softness", Vector) = (1, 1, 1, 1) [Vector3]_PathSpeed ("Speed", Vector) = (1.0, 1.0, 1.0, 1) [Vector3]_PathWidth ("Length", Vector) = (0.03, 0.03, 0.03, 1) [Header(Timing Options)] [Vector3]_PathTime ("Manual Timing", Vector) = (-999.0, -999.0, -999.0, 1) [Vector3]_PathOffset ("Timing Offset", Vector) = (0.0, 0.0, 0.0, 1) [Vector3]_PathSegments ("Path Segments", Vector) = (0.0, 0.0, 0.0, 1) [HideInInspector] m_start_PathAudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0 [Header(Time Offset)] [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathTimeOffsetBandR ("Band R", Int) = 0 [Vector2]_AudioLinkPathTimeOffsetR ("Offset R", Vector) = (0, 0, 0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathTimeOffsetBandG ("Band G", Int) = 0 [Vector2]_AudioLinkPathTimeOffsetG ("Offset G", Vector) = (0, 0, 0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathTimeOffsetBandB ("Band B", Int) = 0 [Vector2]_AudioLinkPathTimeOffsetB ("Offset B", Vector) = (0, 0, 0) [Header(Emission Offset)] [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathEmissionAddBandR ("Band R", Int) = 0 [Vector2]_AudioLinkPathEmissionAddR ("Emission R", Vector) = (0, 0, 0, 0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathEmissionAddBandG ("Band G", Int) = 0 [Vector2]_AudioLinkPathEmissionAddG ("Emission G", Vector) = (0, 0, 0, 0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathEmissionAddBandB ("Band B", Int) = 0 [Vector2]_AudioLinkPathEmissionAddB ("Emission B", Vector) = (0, 0, 0, 0) [Header(Length Offset)] [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathWidthOffsetBandR ("Band R", Int) = 0 [Vector2]_AudioLinkPathWidthOffsetR ("Offset R", Vector) = (0, 0, 0, 0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathWidthOffsetBandG ("Band G", Int) = 0 [Vector2]_AudioLinkPathWidthOffsetG ("Offset G", Vector) = (0, 0, 0, 0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathWidthOffsetBandB ("Band B", Int) = 0 [Vector2]_AudioLinkPathWidthOffsetB ("Offset B", Vector) = (0, 0, 0, 0) [HideInInspector] m_end_PathAudioLink ("Audio Link", Float) = 0 [HideInInspector] m_end_pathing ("Pathing", Float) = 0 [HideInInspector] m_start_flipBook ("Flipbook", Float) = 0 [ThryToggle(_SUNDISK_HIGH_QUALITY)]_EnableFlipbook ("Enable Flipbook", Float) = 0 [ToggleUI]_FlipbookAlphaControlsFinalAlpha ("Flipbook Controls Alpha?", Float) = 0 [ToggleUI]_FlipbookIntensityControlsAlpha ("Intensity Controls Alpha?", Float) = 0 [ToggleUI]_FlipbookColorReplaces ("Color Replaces Flipbook", Float) = 0 [TextureArray]_FlipbookTexArray ("Texture Array", 2DArray) = "" { } [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _FlipbookTexArrayUV ("UV", Int) = 0 [HideInInspector][Vector2]_FlipbookTexArrayPan ("Panning", Vector) = (0, 0, 0, 0) _FlipbookMask ("Mask", 2D) = "white" { } [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _FlipbookMaskUV ("UV", Int) = 0 [HideInInspector][Vector2]_FlipbookMaskPan ("Panning", Vector) = (0, 0, 0, 0) _FlipbookColor ("Color & alpha", Color) = (1, 1, 1, 1) _FlipbookTotalFrames ("Total Frames", Float) = 1 _FlipbookFPS ("FPS", Float) = 30.0 _FlipbookScaleOffset ("Scale | Offset", Vector) = (1, 1, 0, 0) [ToggleUI]_FlipbookTiled ("Tiled?", Float) = 0 _FlipbookEmissionStrength ("Emission Strength", Range(0, 20)) = 0 _FlipbookRotation ("Rotation", Range(0, 360)) = 0 _FlipbookRotationSpeed ("Rotation Speed", Float) = 0 _FlipbookReplace ("Replace", Range(0, 1)) = 1 _FlipbookMultiply ("Multiply", Range(0, 1)) = 0 _FlipbookAdd ("Add", Range(0, 1)) = 0 [HideInInspector] m_start_FlipbookAudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0 [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkFlipbookScaleBand ("Scale Band", Int) = 0 _AudioLinkFlipbookScale("Scale Mod", Vector) = (0,0,0,0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkFlipbookAlphaBand ("Alpha Band", Int) = 0 [Vector2]_AudioLinkFlipbookAlpha("Alpha Mod", Vector) = (1,1,0,0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkFlipbookEmissionBand ("Emission Band", Int) = 0 [Vector2]_AudioLinkFlipbookEmission("Emission Mod", Vector) = (0,0,0,0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkFlipbookFrameBand ("Frame Band", Int) = 0 [Vector2]_AudioLinkFlipbookFrame("Frame control", Vector) = (0,0,0,0) [HideInInspector] m_end_FlipbookAudioLink ("Audio Link", Float) = 0 [HideInInspector] m_start_manualFlipbookControl ("Manual Control", Float) = 0 _FlipbookCurrentFrame ("Current Frame", Float) = -1 [HideInInspector] m_end_manualFlipbookControl ("Manual Control", Float) = 0 [HideInInspector] m_start_crossfade ("Crossfade", Float) = 0 [ToggleUI]_FlipbookCrossfadeEnabled("Enable Crossfade?", Float) = 0 [MultiSlider]_FlipbookCrossfadeRange ("Fade Range", Vector) = (0.75, 1, 0, 1) [HideInInspector] m_end_crossfade ("Crossfade", Float) = 0 [HideInInspector] m_start_flipbookHueShift ("Hue Shift", Float) = 0 [ToggleUI]_FlipbookHueShiftEnabled ("Enabled", Float) = 0 _FlipbookHueShiftSpeed ("Shift Speed", Float) = 0 _FlipbookHueShift ("Hue Shift", Range(0,1)) = 0 [HideInInspector] m_end_flipbookHueShift ("Hue Shift", Float) = 0 [HideInInspector] m_end_flipBook ("Flipbook", Float) = 0 [HideInInspector] m_start_dissolve ("Dissolve", Float) = 0 [ThryToggle(DISTORT)]_EnableDissolve ("Enable Dissolve", Float) = 0 [Enum(Basic, 1, Point2Point, 2)] _DissolveType ("Dissolve Type", Int) = 1 _DissolveEdgeWidth ("Edge Width", Range(0, .5)) = 0.025 _DissolveEdgeHardness ("Edge Hardness", Range(0, 1)) = 0.5 _DissolveEdgeColor ("Edge Color", Color) = (1, 1, 1, 1) [Gradient]_DissolveEdgeGradient ("Edge Gradient", 2D) = "white" { } _DissolveEdgeEmission ("Edge Emission", Range(0, 20)) = 0 _DissolveTextureColor ("Dissolved Color", Color) = (1, 1, 1, 1) _DissolveToTexture ("Dissolved Texture", 2D) = "white" { } [HideInInspector][Vector2]_DissolveToTexturePan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DissolveToTextureUV ("UV", Int) = 0 _DissolveToEmissionStrength ("Dissolved Emission Strength", Range(0, 20)) = 0 _DissolveNoiseTexture ("Dissolve Gradient", 2D) = "white" { } [HideInInspector][Vector2]_DissolveNoiseTexturePan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DissolveNoiseTextureUV ("UV", Int) = 0 [HideInInspector][ToggleUI]_DissolveInvertNoise ("Invert?", Float) = 0 _DissolveDetailNoise ("Dissolve Noise", 2D) = "black" { } [HideInInspector][Vector2]_DissolveDetailNoisePan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DissolveDetailNoiseUV ("UV", Int) = 0 [HideInInspector][ToggleUI]_DissolveInvertDetailNoise ("Invert?", Float) = 0 _DissolveDetailStrength ("Dissolve Detail Strength", Range(0, 1)) = 0.1 _DissolveAlpha ("Dissolve Alpha", Range(0, 1)) = 0 _DissolveMask ("Dissolve Mask", 2D) = "white" { } [ToggleUI]_DissolveUseVertexColors ("VertexColor.g Mask", Float) = 0 [HideInInspector][Vector2]_DissolveMaskPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DissolveMaskUV ("UV", Int) = 0 [HideInInspector][ToggleUI]_DissolveMaskInvert ("Invert?", Float) = 0 _ContinuousDissolve ("Continuous Dissolve Speed", Float) = 0 [HideInInspector] m_start_dissolveMasking ("Effect Masking", Float) = 0 [Enum(Undissolved, 0, Dissolved, 1, Both, 2)] _DissolveEmissionSide ("Emission 1", Int) = 2 [Enum(Undissolved, 0, Dissolved, 1, Both, 2)] _DissolveEmission1Side ("Emission 2", Int) = 2 [HideInInspector] m_end_dissolveMasking ("Effect Masking", Float) = 0 [HideInInspector] m_start_pointToPoint ("point to point", Float) = 0 [Enum(Local, 0, World, 1, Vertex Colors, 2)] _DissolveP2PWorldLocal ("World/Local", Int) = 0 _DissolveP2PEdgeLength ("Edge Length", Float) = 0.1 [Vector3]_DissolveStartPoint ("Start Point", Vector) = (0, -1, 0, 0) [Vector3]_DissolveEndPoint ("End Point", Vector) = (0, 1, 0, 0) [HideInInspector] m_end_pointToPoint ("Point To Point", Float) = 0 [HideInInspector] m_start_dissolveHueShift ("Hue Shift", Float) = 0 [ToggleUI]_DissolveHueShiftEnabled ("Dissolved Enabled", Float) = 0 _DissolveHueShiftSpeed ("Dissolved Speed", Float) = 0 _DissolveHueShift ("Dissolved Shift", Range(0,1)) = 0 [ToggleUI]_DissolveEdgeHueShiftEnabled ("Edge Enabled", Float) = 0 _DissolveEdgeHueShiftSpeed ("Edge Speed", Float) = 0 _DissolveEdgeHueShift ("Edge Shift", Range(0,1)) = 0 [HideInInspector] m_end_dissolveHueShift ("Hue Shift", Float) = 0 [HideInInspector] m_start_BonusSliders ("Locked In Anim Sliders", Float) = 0 _DissolveAlpha0 ("Dissolve Alpha 0", Range(-1, 1)) = 0 _DissolveAlpha1 ("Dissolve Alpha 1", Range(-1, 1)) = 0 _DissolveAlpha2 ("Dissolve Alpha 2", Range(-1, 1)) = 0 _DissolveAlpha3 ("Dissolve Alpha 3", Range(-1, 1)) = 0 _DissolveAlpha4 ("Dissolve Alpha 4", Range(-1, 1)) = 0 _DissolveAlpha5 ("Dissolve Alpha 5", Range(-1, 1)) = 0 _DissolveAlpha6 ("Dissolve Alpha 6", Range(-1, 1)) = 0 _DissolveAlpha7 ("Dissolve Alpha 7", Range(-1, 1)) = 0 _DissolveAlpha8 ("Dissolve Alpha 8", Range(-1, 1)) = 0 _DissolveAlpha9 ("Dissolve Alpha 9", Range(-1, 1)) = 0 [HideInInspector] m_end_BonusSliders ("Locked In Sliders", Float) = 0 [HideInInspector] m_start_dissolveAudioLink ("Audio Link ♫--{reference_property:_EnableDissolveAudioLink, condition_showS:_EnableAudioLink==1}", Float) = 0 [HideInInspector][ToggleUI] _EnableDissolveAudioLink ("Enabled?", Float) = 0 [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDissolveAlphaBand ("Dissolve Alpha Band", Int) = 0 [Vector2]_AudioLinkDissolveAlpha ("Dissolve Alpha Mod", Vector) = (0, 0, 0, 0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDissolveDetailBand ("Dissolve Detail Band", Int) = 0 [Vector2]_AudioLinkDissolveDetail ("Dissolve Detail Mod", Vector) = (0, 0, 0, 0) [HideInInspector] m_end_dissolveAudioLink ("Audio Link", Float) = 0 [HideInInspector] m_end_dissolve ("Dissolve", Float) = 0 [HideInInspector] m_start_panosphereOptions ("Panosphere / Cubemaps", Float) = 0 [ThryToggle(_DETAIL_MULX2)]_PanoToggle ("Enable Panosphere", Float) = 0 [ToggleUI]_PanoInfiniteStereoToggle ("Infinite Stereo", Float) = 0 _PanosphereColor ("Color", Color) = (1, 1, 1, 1) _PanosphereTexture ("Texture", 2D) = "white" { } _PanoMask ("Mask", 2D) = "white" { } [HideInInspector][Vector2]_PanoMaskPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _PanoMaskUV ("UV", Int) = 0 _PanoEmission ("Emission Strength", Range(0, 10)) = 0 _PanoBlend ("Alpha", Range(0, 1)) = 0 [Vector3]_PanospherePan ("Pan Speed", Vector) = (0, 0, 0, 0) [ToggleUI]_PanoCubeMapToggle ("Use Cubemap", Float) = 0 [TextureNoSO]_PanoCubeMap ("CubeMap", Cube) = "" { } [HideInInspector] m_end_panosphereOptions ("Panosphere / Cubemaps", Float) = 0 [HideInInspector] m_start_glitter ("Glitter / Sparkle", Float) = 0 [ThryToggle(_SUNDISK_SIMPLE)]_GlitterEnable ("Enable Glitter?", Float) = 0 [Enum(Angle, 0, Linear Emission, 1)]_GlitterMode ("Mode", Int) = 0 [Enum(Circle, 0, Square, 1)]_GlitterShape ("Shape", Int) = 0 [Enum(Add, 0, Replace, 1)] _GlitterBlendType ("Blend Mode", Int) = 0 [HDR]_GlitterColor ("Color", Color) = (1, 1, 1) _GlitterUseSurfaceColor ("Use Surface Color", Range(0, 1)) = 0 _GlitterColorMap ("Glitter Color Map", 2D) = "white" { } [HideInInspector][Vector2]_GlitterColorMapPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _GlitterColorMapUV ("UV", Int) = 0 [HideInInspector][Vector2]_GlitterPan ("Panning", Vector) = (0, 0, 0, 0) _GlitterMask ("Glitter Mask", 2D) = "white" { } [HideInInspector][Vector2]_GlitterMaskPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _GlitterMaskUV ("UV", Int) = 0 _GlitterTexture ("Glitter Texture--{reference_properties:[_GlitterTexturePan]}", 2D) = "white" { } [HideInInspector][Vector2]_GlitterTexturePan ("Panning", Vector) = (0, 0, 0, 0) [Vector2]_GlitterUVPanning ("Panning Speed", Vector) = (0,0,0,0) _GlitterTextureRotation ("Rotation Speed", Float) = 0 _GlitterFrequency ("Glitter Density", Float) = 300.0 _GlitterJitter ("Glitter Jitter", Range(0, 1)) = 1.0 _GlitterSpeed ("Glitter Speed", Float) = 10.0 _GlitterSize ("Glitter Size", Range(0, 1)) = .3 _GlitterContrast ("Glitter Contrast--{condition_show:{type:PROPERTY_BOOL,data:_GlitterMode==0}}", Range(1, 1000)) = 300 _GlitterAngleRange ("Glitter Angle Range--{condition_show:{type:PROPERTY_BOOL,data:_GlitterMode==0}}", Range(0, 90)) = 90 _GlitterMinBrightness ("Glitter Min Brightness", Range(0, 1)) = 0 _GlitterBrightness ("Glitter Max Brightness", Range(0, 40)) = 3 _GlitterBias ("Glitter Bias--{condition_show:{type:PROPERTY_BOOL,data:_GlitterMode==0}}", Range(0, 1)) = .8 _GlitterHideInShadow("Hide in shadow", Range(0,1)) = 0 _GlitterCenterSize ("dim light--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_GlitterMode==1},condition2:{type:PROPERTY_BOOL,data:_GlitterShape==1}}}", Range(0, 1)) = .08 _glitterFrequencyLinearEmissive ("Frequency--{condition_show:{type:PROPERTY_BOOL,data:_GlitterMode==1}}", Range(0, 100)) = 20 _GlitterJaggyFix ("Jaggy Fix--{condition_show:{type:PROPERTY_BOOL,data:_GlitterShape==1}}", Range(0, .1)) = .0 [HideInInspector] m_start_glitterHueShift ("Hue Shift", Float) = 0 [ToggleUI]_GlitterHueShiftEnabled ("Enabled", Float) = 0 _GlitterHueShiftSpeed ("Shift Speed", Float) = 0 _GlitterHueShift ("Hue Shift", Range(0,1)) = 0 [HideInInspector] m_end_glitterHueShift ("Hue Shift", Float) = 0 [HideInInspector] m_start_glitterRandom ("Random Things", Float) = 0 [ToggleUI]_GlitterRandomColors ("Random Colors", Float) = 0 [MultiSlider]_GlitterMinMaxSaturation ("Saturation Range", Vector) = (0.8, 1, 0, 1) [MultiSlider]_GlitterMinMaxBrightness ("Brightness Range", Vector) = (0.8, 1, 0, 1) [ToggleUI]_GlitterRandomSize("Random Size?", Float) = 0 [MultiSlider]_GlitterMinMaxSize ("Size Range", Vector) = (0.1, 0.5, 0, 1) [ToggleUI]_GlitterRandomRotation("Random Tex Rotation", Float) = 0 [HideInInspector] m_end_glitterRandom ("Random Colors", Float) = 0 [HideInInspector] m_end_glitter ("Glitter / Sparkle", Float) = 0 [HideInInspector] m_start_Text ("MSDF Text Overlay", Float) = 0 _TextGlyphs ("Font Array", 2D) = "black" { } _TextPixelRange ("Pixel Range", Float) = 4.0 [ThryToggle(EFFECT_BUMP)]_TextEnabled ("Text?", Float) = 0 [HideInInspector] m_start_TextFPS ("FPS", Float) = 0 [ToggleUI]_TextFPSEnabled ("FPS Text?", Float) = 0 [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _TextFPSUV ("FPS UV", Int) = 0 _TextFPSColor ("Color", Color) = (1, 1, 1, 1) _TextFPSEmissionStrength ("Emission Strength", Range(0, 20)) = 0 [Vector2]_TextFPSOffset ("Offset", Vector) = (0, 0, 0, 0) _TextFPSRotation ("Rotation", Range(0, 360)) = 0 [Vector2]_TextFPSScale ("Scale", Vector) = (1, 1, 1, 1) _TextFPSPadding ("Padding Reduction", Vector) = (0, 0, 0, 0) [HideInInspector] m_end_TextFPS ("FPS", Float) = 0 [HideInInspector] m_start_TextPosition ("Position", Float) = 0 [ToggleUI]_TextPositionEnabled ("Position Text?", Float) = 0 [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _TextPositionUV ("Position UV", Int) = 0 _TextPositionColor ("Color", Color) = (1, 0, 1, 1) _TextPositionEmissionStrength ("Emission Strength", Range(0, 20)) = 0 [Vector2]_TextPositionOffset ("Offset", Vector) = (0, 0, 0, 0) _TextPositionRotation ("Rotation", Range(0, 360)) = 0 [Vector2]_TextPositionScale ("Scale", Vector) = (1, 1, 1, 1) _TextPositionPadding ("Padding Reduction", Vector) = (0, 0, 0, 0) [HideInInspector] m_end_TextPosition ("Position", Float) = 0 [HideInInspector] m_start_TextInstanceTime ("Instance Time", Float) = 0 [ToggleUI]_TextTimeEnabled ("Time Text?", Float) = 0 [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _TextTimeUV ("Time UV", Int) = 0 _TextTimeColor ("Color", Color) = (1, 0, 1, 1) _TextTimeEmissionStrength ("Emission Strength", Range(0, 20)) = 0 [Vector2]_TextTimeOffset ("Offset", Vector) = (0, 0, 0, 0) _TextTimeRotation ("Rotation", Range(0, 360)) = 0 [Vector2]_TextTimeScale ("Scale", Vector) = (1, 1, 1, 1) _TextTimePadding ("Padding Reduction", Vector) = (0, 0, 0, 0) [HideInInspector] m_end_TextInstanceTime ("Instance Time", Float) = 0 [HideInInspector] m_end_Text ("MSDF Text Overlay", Float) = 0 [HideInInspector] m_start_mirrorOptions ("Mirror", Float) = 0 [ThryToggle(_REQUIRE_UV2)]_EnableMirrorOptions ("Enable Mirror Options", Float) = 0 [Enum(ShowInBoth, 0, ShowOnlyInMirror, 1, DontShowInMirror, 2)] _Mirror ("Show in mirror", Int) = 0 [ToggleUI]_EnableMirrorTexture ("Enable Mirror Texture", Float) = 0 _MirrorTexture ("Mirror Tex", 2D) = "white" { } [HideInInspector][Vector2]_MirrorTexturePan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _MirrorTextureUV ("UV", Int) = 0 [HideInInspector] m_end_mirrorOptions ("Mirror", Float) = 0 [HideInInspector] m_start_distanceFade ("Distance Fade", Float) = 0 _MainFadeTexture ("Fade Mask", 2D) = "white" { } [HideInInspector][Vector2]_MainFadeTexturePan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _MainFadeTextureUV ("UV", Int) = 0 [Enum(Object Position, 0, Pixel Position, 1)] _MainFadeType ("Pos To Use", Int) = 1 _MainMinAlpha ("Minimum Alpha", Range(0, 1)) = 0 _MainMaxAlpha ("Maximum Alpha", Range(0, 1)) = 1 _MainDistanceFadeMin ("Distance Min", Float) = 0 _MainDistanceFadeMax ("Distance Max", Float) = 0 [HideInInspector] m_end_distanceFade ("Distance Fade", Float) = 0 [HideInInspector] m_start_angularFade ("Angular Fade", Float) = 0 [ThryToggle(_SUNDISK_NONE)]_EnableRandom ("Enable Angular Fade", Float) = 0 [Enum(Camera Face Model, 0, Model Face Camera, 1, Face Each Other, 2)] _AngleType ("Angle Type", Int) = 0 [Enum(Model, 0, Vertex, 1)] _AngleCompareTo ("Model or Vert Positon", Int) = 0 [Vector3]_AngleForwardDirection ("Forward Direction", Vector) = (0, 0, 1, 0) _CameraAngleMin ("Camera Angle Min", Range(0, 180)) = 45 _CameraAngleMax ("Camera Angle Max", Range(0, 180)) = 90 _ModelAngleMin ("Model Angle Min", Range(0, 180)) = 45 _ModelAngleMax ("Model Angle Max", Range(0, 180)) = 90 _AngleMinAlpha ("Min Alpha", Range(0, 1)) = 0 [HideInInspector] m_end_angularFade ("Angular Fade", Float) = 0 [HideInInspector] m_start_distortionFlow ("UV Distortion", Float) = 0 [ThryToggle(USER_LUT)] _EnableDistortion ("Enabled?", Float) = 0 _DistortionMask ("Mask--{reference_properties:[_DistortionMaskPan, _DistortionMaskUV]}", 2D) = "white" { } [HideInInspector][Vector2]_DistortionMaskPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _DistortionMaskUV ("UV", Int) = 0 _DistortionFlowTexture ("Distortion Texture 1", 2D) = "black" { } _DistortionFlowTexture1 ("Distortion Texture 2", 2D) = "black" { } _DistortionStrength ("Strength1", Float) = 0.5 _DistortionStrength1 ("Strength2", Float) = 0.5 [Vector2]_DistortionSpeed ("Speed1", Vector) = (0.5, 0.5, 0, 0) [Vector2]_DistortionSpeed1 ("Speed2", Vector) = (0.5, 0.5, 0, 0) [HideInInspector] m_start_DistortionAudioLink ("Audio Link ♫--{reference_property:_EnableDistortionAudioLink, condition_showS:_EnableAudioLink==1}", Float) = 0 [HideInInspector][ToggleUI] _EnableDistortionAudioLink ("Enabled?", Float) = 0 [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _DistortionStrengthAudioLinkBand ("Strength 1 Band", Int) = 0 [Vector2]_DistortionStrengthAudioLink ("Strength 1 Offset Range", Vector) = (0, 0, 0, 0) [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _DistortionStrength1AudioLinkBand ("Strength 2 Band", Int) = 0 [Vector2]_DistortionStrength1AudioLink ("Strength 2 Offset Range", Vector) = (0, 0, 0, 0) [HideInInspector] m_end_DistortionAudioLink ("Audio Link", Float) = 0 [HideInInspector] m_end_distortionFlow ("UV Distortion", Float) = 0 [HideInInspector] m_start_audioLink ("Audio Link--{reference_property:_EnableAudioLink}", Float) = 0 [HideInInspector][ThryToggle(COLOR_GRADING_LOG_VIEW)] _EnableAudioLink ("Enabled?", Float) = 0 [Helpbox(1)] _AudioLinkHelp ("This section houses the global controls for audio link. Controls for individual features are in their respective sections. (Emission, Dissolve, etc...)", Int) = 0 [ToggleUI] _AudioLinkAnimToggle ("Anim Toggle", Float) = 1 _AudioLinkDelay ("Delay", Range(0,1)) = 0 [ToggleUI]_AudioLinkAveraging ("Enable averaging", Float) = 0 _AudioLinkAverageRange ("Average Sampling Range", Range(0,1)) = .5 [HideInInspector] m_start_audioLinkDebug ("Debug--{reference_property:_EnableAudioLinkDebug}", Float) = 0 [HideInInspector][ToggleUI] _EnableAudioLinkDebug("Enable?", Float) = 0 _AudioLinkDebugTreble ("Treble", Range(0,1)) = 0 _AudioLinkDebugHighMid ("High Mid", Range(0,1)) = 0 _AudioLinkDebugLowMid ("Low Mid", Range(0,1)) = 0 _AudioLinkDebugBass ("Bass", Range(0,1)) = 0 [ToggleUI] _AudioLinkDebugAnimate ("Debug Animate", Float) = 0 [ToggleUI]_AudioLinkTextureVisualization("Visualize Texture", Float) = 0 [HideInInspector] m_end_audioLinkDebug ("Debug", Float) = 0 [HideInInspector] m_end_audioLink ("Audio Link", Float) = 0 [HideInInspector] m_Patreon ("Patreon (Pro Only)", Float) = 0 [Helpbox(1)] _PatreonHelpBox("This section is included to let people know what's included in the pro shader. Nothing here can be used in toon. Feel free to hide this section with the custom UI dropdown at the top of the material.", Int) = 0 [HideInInspector] m_start_Video ("Video", Float) = 0 [HideInInspector] m_start_VideoSettings ("Video Texture Settings", Float) = 0 [HideInInspector] m_end_VideoSettings ("Video Texture Settings", Float) = 0 [HideInInspector] m_start_VideoDebug ("Video Debug", Float) = 0 [HideInInspector] m_end_VideoDebug ("Video Debug", Float) = 0 [HideInInspector] m_start_CRT ("CRT Options", Float) = 0 [HideInInspector] m_end_CRT ("CRT Options", Float) = 0 [HideInInspector] m_start_Gameboy ("Gameboy Options", Float) = 0 [HideInInspector] m_end_Gameboy ("Gameboy Options", Float) = 0 [HideInInspector] m_end_Video ("Video", Float) = 0 [HideInInspector] m_start_TouchOptions ("Touch FX", Float) = 0 [HideInInspector] m_start_Bulge ("Bulge", Float) = 0 [HideInInspector] m_end_Bulge ("Bulge", Float) = 0 [HideInInspector] m_start_TouchGlow ("Touch Color", Float) = 0 [HideInInspector] m_end_TouchGlow ("Touch Color", Float) = 0 [HideInInspector] m_end_TouchOptions ("Touch FX", Float) = 0 [HideInInspector] m_start_Hologram ("Hologram Alpha", Float) = 0 [HideInInspector] m_start_FresnelAlpha ("Fresnel Alpha", Float) = 0 [HideInInspector] m_end_FresnelAlpha ("Fresnel Alpha", Float) = 0 [HideInInspector] m_end_Hologram ("Hologram Alpha", Float) = 0 [HideInInspector] m_start_GrabPass ("GrabPass Transparency", Float) = 0 [HideInInspector] m_start_Refraction ("Refraction", Float) = 0 [HideInInspector] m_end_Refraction ("Refraction", Float) = 0 [HideInInspector] m_start_Blur ("Blur", Float) = 0 [HideInInspector] m_end_Blur ("Blur", Float) = 0 [HideInInspector] m_end_GrabPass ("GrabPass Transparency", Float) = 0 [HideInInspector] m_start_Iridescence ("Iridescence", Float) = 0 [HideInInspector] m_end_Iridescence ("Iridescence", Float) = 0 [HideInInspector] m_start_VertexGlitch ("Vertex Glitching", Float) = 0 [HideInInspector] m_end_VertexGlitch ("Vertex Glitching", Float) = 0 [HideInInspector] m_start_Spawns ("Spawns", Float) = 0 [HideInInspector] m_start_ScifiSpawnIn ("Sci Fi", Float) = 0 [HideInInspector] m_end_SciFiSpawnIn ("Sci Fi", Float) = 0 [HideInInspector] m_end_Spawns ("Spawns", Float) = 0 [HideInInspector] m_start_Voronoi ("Voronoi", Float) = 0 [HideInInspector] m_start_voronoiRandom ("Voronoi Random Cell Color", Float) = 0 [HideInInspector] m_end_voronoiRandom ("Voronoi Random Cell Color", Float) = 0 [HideInInspector] m_end_Voronoi ("Vertex Glitching", Float) = 0 [HideInInspector] m_start_BlackLight ("Black Light Mask", Float) = 0 [HideInInspector] m_end_BlackLight ("Black Light", Float) = 0 [HideInInspector] m_outlineOptions ("Outlines", Float) = 0 [ToggleUI]_commentIfZero_EnableOutlinePass ("Enable Outlines", float) = 0 [Enum(Basic, 0, Tint, 1, Rim Light, 2, Directional, 3, DropShadow, 4)]_OutlineMode ("Mode", Int) = 0 _OutlineTintMix ("Tint Mix--{condition_show:{type:PROPERTY_BOOL,data:_OutlineMode==1}}", Range(0, 1)) = 0 _OutlineRimLightBlend ("Rim Light Blend--{condition_show:{type:PROPERTY_BOOL,data:_OutlineMode==2}}", Range(0, 1)) = 0 _OutlinePersonaDirection ("directional Offset XY--{condition_show:{type:PROPERTY_BOOL,data:_OutlineMode==3}}", Vector) = (1, 0, 0, 0) _OutlineDropShadowOffset ("Drop Direction XY--{condition_show:{type:PROPERTY_BOOL,data:_OutlineMode==4}}", Vector) = (1, 0, 0, 0) [ToggleUI]_OutlineFixedSize ("Fixed Size?", Float) = 0 _OutlinesMaxDistance ("Fixed Size Max Distance", Float) = 9999 [Enum(Off, 0, Normals, 1, Mask VC.r, 2)]_OutlineUseVertexColors ("Vertex Color", Float) = 0 [ToggleUI]_OutlineLit ("Enable Lighting", Float) = 1 _LineWidth ("Width", Float) = 0 _LineColor ("Color", Color) = (1, 1, 1, 1) _OutlineEmission ("Outline Emission", Float) = 0 _OutlineTexture ("Outline Texture--{reference_properties:[_OutlineTexturePan, _OutlineTextureUV]}", 2D) = "white" { } [HideInInspector][Vector2]_OutlineTexturePan ("Outline Texture Pan", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _OutlineTextureUV ("UV", Int) = 0 _OutlineMask ("Outline Mask--{reference_properties:[_OutlineMaskPan, _OutlineMaskUV]}", 2D) = "white" { } [HideInInspector][Vector2]_OutlineMaskPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _OutlineMaskUV ("UV", Int) = 0 _OutlineShadowStrength ("Shadow Strength", Range(0, 1)) = 1 [Header(Hue Shift)] [ToggleUI]_OutlineHueShift ("Hue Shift?", Float) = 0 _OutlineHueOffset ("Shift", Range(0, 1)) = 0 _OutlineHueOffsetSpeed ("Shift Speed", Float) = 0 [HideInInspector] m_start_outlineAdvanced ("Advanced", Float) = 0 [Vector2]_OutlineFadeDistance ("Outline distance Fade", Vector) = (0, 0, 0, 0) [Enum(UnityEngine.Rendering.CullMode)] _OutlineCull ("Cull", Float) = 1 _OutlineOffsetFactor("Offset Factor", Float) = 0 _OutlineOffsetUnits("Offset Units", Float) = 0 [HideInInspector] m_end_outlineAdvanced ("Advanced", Float) = 0 [HideInInspector] m_ParallaxMap ("Parallax", Float) = 0 [ThryToggle(_PARALLAXMAP)]_ParallaxMap ("Enable Parallax FX", Float) = 0 [ToggleUI]_ParallaxHeightMapEnabled ("Enable Parallax Height", Float) = 0 [ToggleUI]_ParallaxInternalMapEnabled ("Enable Parallax Internal", Float) = 0 [HideInInspector] m_start_parallaxHeightmap ("Heightmap", Float) = 0 [Vector2]_ParallaxHeightMapPan ("Pan", Vector) = (0, 0, 0, 0) [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _ParallaxUV ("Parallax UV", Int) = 0 _ParallaxHeightMap ("Height Map", 2D) = "black" { } _ParallaxHeightMapMask ("Mask", 2D) = "white" { } [HideInInspector][Vector2]_ParallaxHeightMapMaskPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _ParallaxHeightMapMaskUV ("UV", Int) = 0 _ParallaxStrength ("Parallax Strength", Range(0, 1)) = 0 [HideInInspector] m_end_parallaxHeightmap ("Heightmap", Float) = 0 [HideInInspector] m_start_parallaxInternal ("Internal", Float) = 0 [Enum(Basic, 0, HeightMap, 1)] _ParallaxInternalHeightmapMode ("Parallax Mode", Int) = 0 [ToggleUI]_ParallaxInternalHeightFromAlpha ("HeightFromAlpha", Float) = 0 _ParallaxInternalMap ("Internal Map", 2D) = "black" { } _ParallaxInternalMapMask ("Mask", 2D) = "white" { } [HideInInspector][Vector2]_ParallaxInternalMapMaskPan ("Panning", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _ParallaxInternalMapMaskUV ("UV", Int) = 0 _ParallaxInternalIterations ("Parallax Internal Iterations", Range(1, 50)) = 1 _ParallaxInternalMinDepth ("Min Depth", Float) = 0 _ParallaxInternalMaxDepth ("Max Depth", Float) = 1 _ParallaxInternalMinFade ("Min Depth Brightness", Range(0, 5)) = 0 _ParallaxInternalMaxFade ("Max Depth Brightness", Range(0, 5)) = 1 _ParallaxInternalMinColor ("Min Depth Color", Color) = (1, 1, 1, 1) _ParallaxInternalMaxColor ("Max Depth Color", Color) = (1, 1, 1, 1) [Vector2]_ParallaxInternalPanSpeed ("Pan Speed", Vector) = (0, 0, 0, 0) [Vector2]_ParallaxInternalPanDepthSpeed ("Per Level Speed Multiplier", Vector) = (0, 0, 0, 0) [HideInInspector] m_end_parallaxInternal ("Internal", Float) = 0 [HideInInspector] m_start_parallaxAdvanced ("Advanced", Float) = 0 _ParallaxBias ("Parallax Bias (0.42)", Float) = 0.42 [HideInInspector] m_end_parallaxAdvanced ("Advanced", Float) = 0 [HideInInspector] m_PostProcessing ("Post Processing", Float) = 0 [Helpbox(1)] _PPHelp ("This section is designed for you to make adjustments to your final look in game through animations not to permentantly change settings before uploading.", Int) = 0 _PPLightingMultiplier ("Lighting Mulitplier", Float) = 1 _PPEmissionMultiplier ("Emission Multiplier", Float) = 1 [HideInInspector] m_renderingOptions ("Rendering Options", Float) = 0 [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2 [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4 [Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Int) = 1 [Enum(Thry.ColorMask)] _ColorMask ("Color Mask", Int) = 15 _OffsetFactor ("Offset Factor", Float) = 0.0 _OffsetUnits ("Offset Units", Float) = 0.0 [ToggleUI]_IgnoreFog ("Ignore Fog", Float) = 0 [HideInInspector] Instancing ("Instancing", Float) = 0 //add this property for instancing variants settings to be shown [HideInInspector] m_start_blending ("Blending", Float) = 0 [Enum(Thry.BlendOp)]_BlendOp ("RGB Blend Op", Int) = 0 [Enum(Thry.BlendOp)]_BlendOpAlpha ("Alpha Blend Op", Int) = 0 [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Source Blend", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Destination Blend", Int) = 0 [HideInInspector] m_end_blending ("Blending", Float) = 0 [HideInInspector] m_start_StencilPassOptions ("Stencil", Float) = 0 [IntRange] _StencilRef ("Stencil Reference Value", Range(0, 255)) = 0 [IntRange] _StencilReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255 [IntRange] _StencilWriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255 [Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp ("Stencil Pass Op", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("Stencil Fail Op", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilZFailOp ("Stencil ZFail Op", Float) = 0 [Enum(UnityEngine.Rendering.CompareFunction)] _StencilCompareFunction ("Stencil Compare Function", Float) = 8 [HideInInspector] m_end_StencilPassOptions ("Stencil", Float) = 0 [HideInInspector] m_start_OutlineStencil ("Outline Stencil--{ condition_show:{type:PROPERTY_BOOL,data:_commentIfZero_EnableOutlinePass==1}}", Float) = 0 [IntRange] _OutlineStencilRef ("Stencil Reference Value", Range(0, 255)) = 0 [IntRange] _OutlineStencilReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255 [IntRange] _OutlineStencilWriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255 [Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilPassOp ("Stencil Pass Op", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilFailOp ("Stencil Fail Op", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilZFailOp ("Stencil ZFail Op", Float) = 0 [Enum(UnityEngine.Rendering.CompareFunction)] _OutlineStencilCompareFunction ("Stencil Compare Function", Float) = 8 [HideInInspector] m_end_OutlineStencil ("Outline Stencil", Float) = 0 [HideInInspector] m_start_debugOptions ("Debug", Float) = 0 [HideInInspector][ThryToggle(_COLOROVERLAY_ON)]_DebugEnabled ("Display Debug Info", Float) = 0 _VertexUnwrap ("Unwrap", Range(0, 1)) = 0 [Enum(Off, 0, Vertex Normal, 1, Pixel Normal, 2, Tangent, 3, Binormal, 4, Local 0 Distance, 5)] _DebugMeshData ("Mesh Data", Int) = 0 [Enum(Off, 0, Attenuation, 1, Direct Lighting, 2, Indirect Lighting, 3, light Map, 4, Ramped Light Map, 5, Final Lighting, 6)] _DebugLightingData ("Lighting Data", Int) = 0 [Enum(Off, 0, View Dir, 1, Tangent View Dir, 2, Forward Dir, 3, WorldPos, 4, View Dot Normal, 5)] _DebugCameraData ("Camera Data", Int) = 0 [HideInInspector] m_end_debugOptions ("Debug", Float) = 0 } CustomEditor "Thry.ShaderEditor" SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry+10" } Pass { Tags { "LightMode" = "ForwardBase" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilCompareFunction] Pass [_StencilPassOp] Fail [_StencilFailOp] ZFail [_StencilZFailOp] } ZWrite [_ZWrite] Cull [_Cull] AlphaToMask [_AlphaToMask] ZTest [_ZTest] ColorMask [_ColorMask] Offset [_OffsetFactor], [_OffsetUnits] BlendOp [_BlendOp], [_BlendOpAlpha] Blend [_SrcBlend] [_DstBlend] CGPROGRAM #define COLOR_GRADING_HDR #define VIGNETTE_MASKED #define _EMISSION #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #define _SPECGLOSSMAP #define PROP_EMISSIONMAP #define OPTIMIZER_ENABLED #pragma target 5.0 #define FORWARD_BASE_PASS float _Mode; #pragma multi_compile _ VERTEXLIGHT_ON #pragma multi_compile_instancing #pragma multi_compile_fwdbase #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_fog #pragma vertex vert #pragma fragment frag #include "/CGI_PoiPass.cginc" ENDCG } Pass { Name "ForwardAddPass" Tags { "LightMode" = "ForwardAdd" } Stencil { Ref [_StencilRef] Comp [_StencilCompareFunction] Pass [_StencilPassOp] Fail [_StencilFailOp] ZFail [_StencilZFailOp] } ZWrite Off BlendOp [_BlendOp], [_BlendOpAlpha] Blend One One Cull [_Cull] ZTest [_ZTest] ColorMask [_ColorMask] Offset [_OffsetFactor], [_OffsetUnits] CGPROGRAM #define COLOR_GRADING_HDR #define VIGNETTE_MASKED #define _EMISSION #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #define _SPECGLOSSMAP #define PROP_EMISSIONMAP #define OPTIMIZER_ENABLED #pragma target 5.0 #define FORWARD_ADD_PASS float _Mode; #pragma multi_compile_instancing #pragma multi_compile_fwdadd_fullshadows #pragma vertex vert #pragma fragment frag #include "/CGI_PoiPass.cginc" ENDCG } Pass { Name "Outline" Tags { "LightMode" = "ForwardBase" } Stencil { Ref [_OutlineStencilRef] ReadMask [_OutlineStencilReadMask] WriteMask [_OutlineStencilWriteMask] Comp [_OutlineStencilCompareFunction] Pass [_OutlineStencilPassOp] Fail [_OutlineStencilFailOp] ZFail [_OutlineStencilZFailOp] } ZTest [_ZTest] ColorMask [_ColorMask] Offset [_OutlineOffsetFactor], [_OutlineOffsetUnits] BlendOp [_BlendOp], [_BlendOpAlpha] Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] AlphaToMask [_AlphaToMask] Cull [_OutlineCull] CGPROGRAM #define COLOR_GRADING_HDR #define VIGNETTE_MASKED #define _EMISSION #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #define _SPECGLOSSMAP #define PROP_EMISSIONMAP #define OPTIMIZER_ENABLED #pragma target 5.0 #define FORWARD_BASE_PASS #define OUTLINE float _Mode; #pragma multi_compile _ VERTEXLIGHT_ON #pragma multi_compile_fwdbase #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_fog #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag #include "/CGI_PoiPassOutline.cginc" ENDCG } Pass { Name "ShadowCasterPass" Tags { "LightMode" = "ShadowCaster" } Stencil { Ref [_StencilRef] Comp [_StencilCompareFunction] Pass [_StencilPassOp] Fail [_StencilFailOp] ZFail [_StencilZFailOp] } AlphaToMask Off ZWrite [_ZWrite] Cull [_Cull] ZTest [_ZTest] ColorMask [_ColorMask] Offset [_OffsetFactor], [_OffsetUnits] CGPROGRAM #define COLOR_GRADING_HDR #define VIGNETTE_MASKED #define _EMISSION #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #define _SPECGLOSSMAP #define PROP_EMISSIONMAP #define OPTIMIZER_ENABLED #pragma target 5.0 #define POI_SHADOW float _Mode; #pragma multi_compile_instancing #pragma vertex vertShadowCaster #pragma fragment fragShadowCaster #include "/CGI_PoiPassShadow.cginc" ENDCG } Pass { Tags { "LightMode" = "Meta" } Cull Off CGPROGRAM #define COLOR_GRADING_HDR #define VIGNETTE_MASKED #define _EMISSION #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #define _SPECGLOSSMAP #define PROP_EMISSIONMAP #define OPTIMIZER_ENABLED #pragma target 5.0 #define POI_META_PASS float _Mode; #pragma vertex vert #pragma fragment frag #include "/CGI_PoiPass.cginc" ENDCG } } }