res-avatar-unity/Assets/_PoiyomiShaders/Shaders/7.3/Patreon/S_WireframeTransparent_PPT.shader

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2023-07-16 02:51:23 +00:00
Shader ".poiyomi/Patreon/Wireframe Transparent"
{
Properties
{
[HideInInspector] shader_is_using_thry_editor ("", Float) = 0
[HideInInspector] shader_master_label ("<color=#ff0000ff>❤</color> <color=#000000ff>Poiyomi Pro V6.1</color> <color=#ff0000ff>❤</color>", Float) = 0
[HideInInspector] shader_presets ("poiToonPresets", Float) = 0
[HideInInspector] shader_properties_label_file ("PoiLabels", Float) = 0
// Warning that only shows up when ThryEditor hasn't loaded
[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 Outdated tools or prefabs can cause this.)]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] 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
// Main
[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, DistortedUV1, 4)] _MainTextureUV ("UV", Int) = 0
_Saturation ("Saturation", Range(-1, 1)) = 0
_MainVertexColoring ("Use Vertex Color", Range(0, 1)) = 0
_MainEmissionStrength ("Basic Emission", Range(0, 20)) = 0
[Normal]_BumpMap ("Normal Map", 2D) = "bump" { }
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _BumpMapUV ("UV", Int) = 0
[HideInInspector][Vector2]_BumpMapPan ("Panning", Vector) = (0, 0, 0, 0)
_BumpScale ("Normal Intensity", Range(0, 10)) = 1
_AlphaMask ("Alpha Map", 2D) = "white" { }
[HideInInspector][Vector2]_AlphaMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _AlphaMaskUV ("UV", Int) = 0
//Hue Shifting
[HideInInspector] m_start_MainHueShift ("Hue Shift", Float) = 0
[HideInInspector][ToggleUI]_MainHueShiftToggle ("Toggle Hueshift", Float) = 0
[ToggleUI]_MainHueShiftReplace ("Replace?", Float) = 1
_MainHueShift ("Hue Shift", Range(0, 1)) = 0
_MainHueShiftSpeed ("Shift Speed", Float) = 0
_MainHueShiftMask ("Mask", 2D) = "white" { }
[HideInInspector][Vector2]_MainHueShiftMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _MainHueShiftMaskUV ("UV", Int) = 0
[HideInInspector] m_end_MainHueShift ("Hue Shift", Float) = 0
// RGB Masking
[HideInInspector] m_start_RGBMask ("RGB Color Masking", Float) = 0
[HideInInspector][Toggle(FXAA)]_RGBMaskEnabled ("RGB Mask Enabled", 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, DistortedUV1, 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, DistortedUV1, 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, DistortedUV1, 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, DistortedUV1, 4)]_RGBBlue_UV ("UV", int) = 0
[HideInInspector] m_end_RGBMask ("RGB Color Masking", Float) = 0
// Detail Options
[HideInInspector] m_start_DetailOptions ("Details", 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, DistortedUV1, 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, DistortedUV1, 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, DistortedUV1, 4)] _DetailNormalMapUV ("UV", Int) = 0
[HideInInspector] m_end_DetailOptions ("Details", Float) = 0
//Vertex Manipulations
[HideInInspector] m_start_vertexManipulation ("Vertex Options", Float) = 0
[Vector3]_VertexManipulationLocalTranslation ("Local Translation", Vector) = (0, 0, 0, 1)
[Vector3]_VertexManipulationLocalRotation ("Local Rotation", Vector) = (0, 0, 0, 1)
[Vector3]_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) = "while" { }
[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 Options", Float) = 0
// Alpha Options
[HideInInspector] m_start_Alpha ("Alpha Options", Float) = 0
_AlphaMod ("Alpha Mod", Range(-1, 1)) = 0.0
_Clip ("Alpha Cuttoff", Range(0, 1.001)) = 0.01
[ToggleUI]_DitheringEnabled ("Enable Dithering", Float) = 1
_DitherGradient ("Dither Gradient", Range(0, 1)) = .1
[ToggleUI]_ForceOpaque ("Force Opaque", Float) = 0
_MainShadowClipMod ("Shadow Clip Mod", Range(-1, 1)) = 0
[HideInInspector] m_end_Alpha ("Alpha Options", Float) = 0
// Decal Texture
[HideInInspector] m_start_DecalSection ("Decal", Float) = 0
[HideInInspector][Toggle(GEOM_TYPE_BRANCH)]_DecalEnabled ("Enable", Float) = 0
_DecalColor ("Color", Color) = (1, 1, 1, 1)
_DecalTexture ("Decal", 2D) = "white" { }
[HideInInspector][Vector2]_DecalTexturePan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _DecalTextureUV ("UV", Int) = 0
_DecalMask ("Mask", 2D) = "white" { }
[HideInInspector][Vector2]_DecalMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _DecalMaskUV ("UV", Int) = 0
[ToggleUI]_DecalTiled ("Tiled?", 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
_DecalBlendAdd ("Add", Range(0, 1)) = 0
_DecalBlendMultiply ("Multiply", Range(0, 1)) = 0
_DecalBlendReplace ("Replace", Range(0, 1)) = 0
[HideInInspector] m_end_DecalSection ("Decal", Float) = 0
// Back Face Textures and Emission
[HideInInspector] m_start_backFace ("Back Face", Float) = 0
[ToggleUI]_BackFaceEnabled ("Enable Back Face Options", Float) = 0
_BackFaceTexture ("Texture", 2D) = "white" { }
[HideInInspector][Vector2]_BackFacePanning ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 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
// Lighting
[HideInInspector] m_lightingOptions ("Lighting", Float) = 0
[HideInInspector] m_start_Lighting ("Light and Shadow", Float) = 0
[Toggle(LOD_FADE_CROSSFADE)]_EnableLighting ("Enable Lighting", Float) = 1
[Enum(Natural, 0, Controlled, 1, Standardish, 2, Math, 3)] _LightingType ("Lighting Type", Int) = 1
[ToggleUI]_LightingMonochromatic ("Monochromatic?", Float) = 0
_LightingGradientStart ("Gradient Start--{condition_show:{type:PROPERTY_BOOL,data:_LightingType==3}}", Range(0, 1)) = 0
_LightingGradientEnd ("Gradient End--{condition_show:{type:PROPERTY_BOOL,data:_LightingType==3}}", Range(0, 1)) = .5
_LightingStartColor ("Light Tint--{condition_show:{type:PROPERTY_BOOL,data:_LightingType==3}}", Color) = (1, 1, 1)
_LightingEndColor ("Shadow Tint--{condition_show:{type:PROPERTY_BOOL,data:_LightingType==3}}", Color) = (1, 1, 1)
[Gradient]_ToonRamp ("Lighting Ramp--{texture:{width:512,height:4,filterMode:Bilinear,wrapMode:Clamp},force_texture_options:true,condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingType==0},condition2:{type:PROPERTY_BOOL,data:_LightingType==1}}}", 2D) = "white" { }
_LightingShadowMask ("Shadow Mask (RGBA)--{reference_properties:[_LightingShadowMaskPan, _LightingShadowMaskUV],condition_show:{type:PROPERTY_BOOL,data:_LightingType!=2}}", 2D) = "white" { }
[HideInInspector][Vector2]_LightingShadowMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _LightingShadowMaskUV ("UV", Int) = 0
_ShadowStrength ("Shadow Strength--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingType==0},condition2:{type:PROPERTY_BOOL,data:_LightingType==1}}}", Range(0, 1)) = .2
_ShadowOffset ("Shadow Offset--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingType==0},condition2:{type:PROPERTY_BOOL,data:_LightingType==1}}}", Range(-1, 1)) = 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, DistortedUV1, 4)] _LightingAOTexUV ("UV", Int) = 0
_AOStrength ("AO Strength", Range(0, 1)) = 0
_LightingMinLightBrightness ("Min Brightness--{condition_show:{type:PROPERTY_BOOL,data:_LightingType!=2}}", Range(0, 1)) = 0
_LightingIndirectContribution ("Indirect Contribution--{condition_show:{type:PROPERTY_BOOL,data:_LightingType!=2}}", Range(0, 1)) = .2
_AttenuationMultiplier ("Recieve Casted Shadows?", Range(0, 1)) = 0
_LightingDetailShadows ("Detail Shadows--{reference_properties:[_LightingDetailShadowsPan, _LightingDetailShadowsUV],condition_show:{type:PROPERTY_BOOL,data:_LightingType!=2}}", 2D) = "white" { }
[HideInInspector][Vector2]_LightingDetailShadowsPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _LightingDetailShadowsUV ("UV", Int) = 0
_LightingDetailStrength ("Detail Strength--{condition_show:{type:PROPERTY_BOOL,data:_LightingType!=2}}", Range(0, 1)) = 1
_LightingStandardSmoothness ("Smoothness--{condition_show:{type:PROPERTY_BOOL,data:_LightingType==2}}", Range(0, 1)) = 0
// Lighting Beta Options
[HideInInspector] m_start_lightingBeta ("Extra Ramps--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingType==0},condition2:{type:PROPERTY_BOOL,data:_LightingType==1}}}", Float) = 0
_LightingNoIndirectThreshold ("Absent Indirect Threshold", Range(0, 1)) = 0.01
_LightingNoIndirectMultiplier ("Absent Indirect Multiplier", Range(0, 1)) = 0.5
[ToggleUI]_LightingStandardControlsToon ("Standard Lighting Controls Toon Ramp", Float) = 0
[IntRange]_LightingNumRamps ("Num Ramps", Range(1, 3)) = 1
[Gradient]_ToonRamp1 ("Lighting Ramp 2", 2D) = "white" { }
_LightingShadowStrength1 ("Shadow Strength 2", Range(0, 1)) = 1
_ShadowOffset1 ("Shadow Offset 2", Range(-1, 1)) = 0
[Gradient]_ToonRamp2 ("Lighting Ramp 3", 2D) = "white" { }
_LightingShadowStrength2 ("Shadow Strength 3", Range(0, 1)) = 1
_ShadowOffset2 ("Shadow Offset 3", Range(-1, 1)) = 0
[HideInInspector] m_end_lightingBeta ("Extra Ramps", Float) = 0
// point/spot Light Settings
[HideInInspector] m_start_lightingAdvanced ("Additive Lighting", Float) = 0
[Enum(Standard, 0, Controlled, 1)] _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
[HideInInspector] m_end_lightingAdvanced ("Additive Lighting", Float) = 0
[HideInInspector] m_end_Lighting ("Light and Shadow", Float) = 0
// Subsurface Scattering
[HideInInspector] m_start_subsurface ("Subsurface Scattering", Float) = 0
[Toggle(_TERRAIN_NORMAL_MAP)]_EnableSSS ("Enable Subsurface Scattering", Float) = 0
_SSSColor ("Subsurface Color", Color) = (1, 0, 0, 1)
_SSSThicknessMap ("Thickness Map", 2D) = "black" { }
[HideInInspector][Vector2]_SSSThicknessMapPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 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
// Rim Lighting
[HideInInspector] m_start_rimLightOptions ("Rim Lighting", Float) = 0
[Toggle(_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)) = 0
_RimTex ("Rim Texture", 2D) = "white" { }
[HideInInspector][Vector2]_RimTexPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 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, DistortedUV1, 4)] _RimMaskUV ("UV", Int) = 0
// Rim Noise
[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, DistortedUV1, 4)] _RimWidthNoiseTextureUV ("UV", Int) = 0
_RimWidthNoiseStrength ("Intensity", Range(0, 1)) = 0.1
[HideInInspector] m_end_rimWidthNoise ("Width Noise", Float) = 0
// Rim Shadow Mix
[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_end_rimLightOptions ("Rim Lighting", Float) = 0
// Environmental Rim Lighting
[HideInInspector] m_start_reflectionRim ("Environmental Rim", Float) = 0
[Toggle(_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, DistortedUV1, 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
// Baked Lighting
[HideInInspector] m_start_bakedLighting ("Baked Lighting", Float) = 0
_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
// Metallics
[HideInInspector] m_start_Metallic ("Metallics", Float) = 0
[Toggle(_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, DistortedUV1, 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, DistortedUV1, 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, DistortedUV1, 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
// Clearcoat
[HideInInspector] m_start_clearCoat ("Clear Coat", Float) = 0
[Toggle(_COLORCOLOR_ON)]_EnableClearCoat ("Enable Clear Coat", Float) = 0
[Enum(Vertex, 0, Pixel, 1)] _ClearCoatNormalToUse ("What Normal?", Int) = 0
_ClearCoatCubeMap ("Baked CubeMap", Cube) = "" { }
[ToggleUI]_ClearCoatSampleWorld ("Force Baked Cubemap", Range(0, 1)) = 0
_ClearCoatTint ("Reflection Tint", Color) = (1, 1, 1)
_ClearCoatMask ("Mask", 2D) = "white" { }
[HideInInspector][Vector2]_ClearCoatMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _ClearCoatMaskUV ("UV", Int) = 0
_ClearCoat ("Clear Coat", Range(0, 1)) = 1
_ClearCoatSmoothnessMap ("Smoothness Map", 2D) = "white" { }
[HideInInspector][Vector2]_ClearCoatSmoothnessMapPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _ClearCoatSmoothnessMapUV ("UV", Int) = 0
[ToggleUI]_ClearCoatInvertSmoothness ("Invert Smoothness Map", Range(0, 1)) = 0
_ClearCoatSmoothness ("Smoothness", Range(0, 1)) = 0
[ToggleUI]_ClearCoatForceLighting ("Force Lighting", Float) = 0
[HideInInspector] m_end_clearCoat ("Clear Coat", Float) = 0
// First Matcap
[HideInInspector] m_start_matcap ("Matcap / Sphere Textures", Float) = 0
[Toggle(_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", 2D) = "white" { }
[HideInInspector][Vector2]_MatcapMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _MatcapMaskUV ("UV", Int) = 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_end_matcap ("Matcap", Float) = 0
// Second Matcap
[HideInInspector] m_start_Matcap2 ("Matcap 2", Float) = 0
[ToggleUI]_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", 2D) = "white" { }
[HideInInspector][Vector2]_Matcap2MaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _Matcap2MaskUV ("UV", Int) = 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_end_Matcap2 ("Matcap 2", Float) = 0
// Specular
[HideInInspector] m_start_specular ("Specular Reflections", Float) = 0
[Toggle(_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
_SpecularAttenuation ("Attenuation Strength", Range(0, 1)) = 1
_SpecularTint ("Specular Tint", Color) = (1, 1, 1, 1)
_SpecularMetallic ("Metallic", Range(0, 1)) = 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, DistortedUV1, 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, DistortedUV1, 4)] _SpecularMaskUV ("UV", Int) = 0
[Enum(Alpha, 0, Grayscale, 1)] _SmoothnessFrom ("Smoothness From", Int) = 1
// Anisotropic Specular
[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, DistortedUV1, 4)] _AnisoTangentMapUV ("UV", Int) = 0
//toon aniso
_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]_CenterOutSpecColor ("Center Out SpecMap--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==4}}", Float) = 0
[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, DistortedUV1, 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, DistortedUV1, 4)] _SpecularAnisoJitterMacroUV ("UV", Int) = 0
// Toon Specular
[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
// Second Specular
[HideInInspector] m_start_specular1 ("Specular Reflections 2", Float) = 0
[ToggleUI]_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
_SpecularAttenuation1 ("Attenuation Strength", Range(0, 1)) = 1
_SpecularTint1 ("Specular Tint", Color) = (1, 1, 1, 1)
_SpecularMetallic1 ("Metallic", Range(0, 1)) = 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, DistortedUV1, 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, DistortedUV1, 4)] _SpecularMask1UV ("UV", Int) = 0
[Enum(Alpha, 0, Grayscale, 1)] _SmoothnessFrom1 ("Smoothness From", Int) = 1
// Second Anisotropic Specular
[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, DistortedUV1, 4)] _AnisoTangentMap1UV ("UV", Int) = 0
// Second toon aniso
_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]_CenterOutSpecColor1 ("Center Out SpecMap--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==4}}", Float) = 0
[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, DistortedUV1, 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, DistortedUV1, 4)] _SpecularAnisoJitterMacro1UV ("UV", Int) = 0
// Second Toon Specular
[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
// Fist Emission
[HideInInspector] m_Special_Effects ("Special Effects", Float) = 0
[HideInInspector] m_start_emissionOptions ("Emission / Glow", Float) = 0
[Toggle(_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, DistortedUV1, 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, DistortedUV1, 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
// Center out emission
[HideInInspector] m_start_CenterOutEmission ("Center Out Emission", Float) = 0
[ToggleUI]_EmissionCenterOutEnabled ("Enable Center Out", Float) = 0
_EmissionCenterOutSpeed ("Flow Speed", Float) = 5
[HideInInspector] m_end_CenterOutEmission ("inward out emission", Float) = 0
// Glow in the dark Emission
[HideInInspector] m_start_glowInDarkEmissionOptions ("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0
[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
// Blinking Emission
[HideInInspector] m_start_blinkingEmissionOptions ("Blinking Emission", Float) = 0
_EmissiveBlink_Min ("Emissive Blink Min", Float) = 1
_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
// Scrolling Emission
[HideInInspector] m_start_scrollingEmissionOptions ("Scrolling Emission", Float) = 0
[ToggleUI] _ScrollingEmission ("Enable Scrolling Emission", Float) = 0
[ToggleUI]_EmissionScrollingUseCurve ("Use Curve", float) = 0
[Curve]_EmissionScrollingCurve ("Curve", 2D) = "white" { }
_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_end_emissionOptions ("Emission / Glow", Float) = 0
// Second Enission
[HideInInspector] m_start_emission1Options ("Emission / Glow 2 (Requires Emission 1 Enabled)", Float) = 0
[ToggleUI]_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, DistortedUV1, 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, DistortedUV1, 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
// Second Center Out Enission
[HideInInspector] m_start_CenterOutEmission1 ("Center Out Emission", Float) = 0
[ToggleUI]_EmissionCenterOutEnabled1 ("Enable Center Out", Float) = 0
_EmissionCenterOutSpeed1 ("Flow Speed", Float) = 5
[HideInInspector] m_end_CenterOutEmission1 ("inward out emission", Float) = 0
// Second Glow In The Dark Emission
[HideInInspector] m_start_glowInDarkEmissionOptions1 ("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0
[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
// Second Blinking Emission
[HideInInspector] m_start_blinkingEmissionOptions1 ("Blinking Emission", Float) = 0
_EmissiveBlink_Min1 ("Emissive Blink Min", Float) = 1
_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
// Scrolling Scrolling Emission
[HideInInspector] m_start_scrollingEmissionOptions1 ("Scrolling Emission", Float) = 0
[ToggleUI] _ScrollingEmission1 ("Enable Scrolling Emission", Float) = 0
[ToggleUI]_EmissionScrollingUseCurve1 ("Use Curve", float) = 0
[Curve]_EmissionScrollingCurve1 ("Curve", 2D) = "white" { }
_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_end_emission1Options ("Emission / Glow 2", Float) = 0
// Flipbook
[HideInInspector] m_start_flipBook ("Flipbook", Float) = 0
[Toggle(_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, DistortedUV1, 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, DistortedUV1, 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", Int) = 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
// Flipbook Manual Control
[HideInInspector] m_start_manualFlipbookControl ("Manual Control", Float) = 0
_FlipbookCurrentFrame ("Current Frame", Float) = -1
[HideInInspector] m_end_manualFlipbookControl ("Manual Control", Float) = 0
[HideInInspector] m_end_flipBook ("Flipbook", Float) = 0
// Dissolve
[HideInInspector] m_start_dissolve ("Dissolve", Float) = 0
[Toggle(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, DistortedUV1, 4)] _DissolveToTextureUV ("UV", Int) = 0
_DissolveToEmissionStrength ("Dissolved Emission Strength", Range(0, 20)) = 0
_DissolveNoiseTexture ("Dissolve Noise", 2D) = "white" { }
[HideInInspector][Vector2]_DissolveNoiseTexturePan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _DissolveNoiseTextureUV ("UV", Int) = 0
[HideInInspector][ToggleUI]_DissolveInvertNoise ("Invert?", Float) = 0
_DissolveDetailNoise ("Dissolve Detail Noise", 2D) = "black" { }
[HideInInspector][Vector2]_DissolveDetailNoisePan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 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" { }
[HideInInspector][Vector2]_DissolveMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 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)] _DissolveEmissionSide ("Emission 1", Int) = 0
[Enum(Undissolved, 0, Dissolved, 1)] _DissolveEmission1Side ("Emission 2", Int) = 0
[HideInInspector] m_end_dissolveMasking ("Effect Masking", Float) = 0
// Point to Point Dissolve
[HideInInspector] m_start_pointToPoint ("point to point", Float) = 0
[Enum(Local, 0, World, 1)] _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_end_dissolve ("Dissolve", Float) = 0
// Panosphere
[HideInInspector] m_start_panosphereOptions ("Panosphere / Cubemaps", Float) = 0
[Toggle(_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, DistortedUV1, 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
// Glitter
[HideInInspector] m_start_glitter ("Glitter / Sparkle", Float) = 0
[Toggle(_SUNDISK_SIMPLE)]_GlitterEnable ("Enable Glitter?", Float) = 0
//[Enum(Add, 0, Replace, 1)] _GlitterBlendType ("Blend Type", 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, DistortedUV1, 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, DistortedUV1, 4)] _GlitterMaskUV ("UV", Int) = 0
_GlitterFrequency ("Glitter Density", Float) = 300.0
_GlitterJitter ("Glitter Jitter", Range(0, 1)) = 1.0
_GlitterSpeed ("Glitter Wobble Speed", Float) = 10.0
_GlitterSize ("Glitter Size", Range(0, 1)) = .3
_GlitterContrast ("Glitter Contrast", Range(1, 1000)) = 300
_GlitterAngleRange ("Glitter Angle Range", Range(0, 90)) = 90
_GlitterMinBrightness ("Glitter Min Brightness", Range(0, 1)) = 0
_GlitterBrightness ("Glitter Max Brightness", Range(0, 40)) = 3
_GlitterBias ("Glitter Bias", Range(0, 1)) = .8
// Glitter Random Colors
[HideInInspector] m_start_glitterRandom ("Random Colors", Float) = 0
[ToggleUI]_GlitterRandomColors ("Enable", Float) = 0
[MultiSlider]_GlitterMinMaxSaturation ("Saturation Range", Vector) = (0.8, 1, 0, 1)
[MultiSlider]_GlitterMinMaxBrightness ("Brightness Range", Vector) = (0.8, 1, 0, 1)
[HideInInspector] m_end_glitterRandom ("Random Colors", Float) = 0
[HideInInspector] m_end_glitter ("Glitter / Sparkle", Float) = 0
// MSDF OVERLAY
[HideInInspector] m_start_Text ("MSDF Text Overlay", Float) = 0
_TextGlyphs ("Font Array", 2D) = "black" { }
_TextPixelRange ("Pixel Range", Float) = 4.0
[Toggle(EFFECT_BUMP)]_TextEnabled ("Text?", Float) = 0
// FPS
[HideInInspector] m_start_TextFPS ("FPS", Float) = 0
[ToggleUI]_TextFPSEnabled ("FPS Text?", Float) = 0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 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
// POSITION
[HideInInspector] m_start_TextPosition ("Position", Float) = 0
[ToggleUI]_TextPositionEnabled ("Position Text?", Float) = 0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _TextPositionUV ("Position UV", Int) = 0
//[ToggleUI]_TextPositionVertical ("Vertical?", Float) = 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
// INSTANCE TIME
[HideInInspector] m_start_TextInstanceTime ("Instance Time", Float) = 0
[ToggleUI]_TextTimeEnabled ("Time Text?", Float) = 0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 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
// Mirror Rendering
[HideInInspector] m_start_mirrorOptions ("Mirror", Float) = 0
[Toggle(_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, DistortedUV1, 4)] _MirrorTextureUV ("UV", Int) = 0
[HideInInspector] m_end_mirrorOptions ("Mirror", Float) = 0
// Distance Fade
[HideInInspector] m_start_distanceFade ("Distance Fade", Float) = 0
_MainMinAlpha ("Minimum Alpha", Range(0, 1)) = 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, DistortedUV1, 4)] _MainFadeTextureUV ("UV", Int) = 0
[Vector2]_MainDistanceFade ("Distance Fade X to Y", Vector) = (0, 0, 0, 0)
[HideInInspector] m_end_distanceFade ("Distance Fade", Float) = 0
// Angular Fade
[HideInInspector] m_start_angularFade ("Angular Fade", Float) = 0
[Toggle(_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
// UV Distortion
[HideInInspector] m_start_distortionFlow ("UV Distortion", Float) = 0
[Toggle(USER_LUT)] _EnableDistortion ("Enabled?", Float) = 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_end_distortionFlow ("UV Distortion", Float) = 0
// Start Patreon
[HideInInspector] m_Patreon ("Patreon", Float) = 0
[HideInInspector] m_start_Video ("Video", Float) = 0
[Toggle(BLOOM)] _EnableVideo ("Enable Video", Float) = 0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _VideoUVNumber ("Screen UV#", Int) = 0
[Enum(LCD, 0, TN, 1, CRT, 2, OLED, 3, Gameboy, 4, Projector, 5)] _VideoType ("Screen Type", Int) = 3
_VideoBacklight ("Brightness", Range(0, 100)) = 1
_VideoPixelTexture ("Pixel Texture", 2D) = "white" { }
[Vector2]_VideoResolution ("Resolution", Vector) = (1280, 720, 0)
_VideoMaskTexture ("Mask", 2D) = "white" { }
[Vector2]_VideoMaskPanning ("Mask Pan Speed", Vector) = (0, 0, 0, 0)
[HideInInspector] m_start_VideoSettings ("Video Texture Settings", Float) = 0
[ToggleUI]_VideoEnableVideoPlayer ("Enable Video Player", Float) = 0
[ToggleUI]_VideoPixelateToResolution ("Pixelate To Resolution", Float) = 0
[ToggleUI]_VideoRepeatVideoTexture ("Clamp To UV", Float) = 0
[Vector2]_VideoPanning ("Panning Speed", Vector) = (0, 0, 0, 0)
[Vector2]_VideoTiling ("Tiling", Vector) = (1, 1, 0, 0)
[Vector2]_VideoOffset ("Offset", Vector) = (0, 0, 0, 0)
_VideoSaturation ("Saturation", Range(-1, 3)) = 0
_VideoContrast ("Contrast boost", Range(0, 3)) = 0
[HideInInspector] m_end_VideoSettings ("Video Texture Settings", Float) = 0
[HideInInspector] m_start_VideoDebug ("Video Debug", Float) = 0
[ToggleUI]_VideoEnableDebug ("Enable Debug", Float) = 0
_VideoDebugTexture ("Video Debug Tex", 2D) = "white" { }
[HideInInspector] m_end_VideoDebug ("Video Debug", Float) = 0
[HideInInspector] m_start_CRT ("CRT Options", Float) = 0
_VideoCRTRefreshRate ("Refresh Rate", Float) = 24
_VideoCRTPixelEnergizedTime ("Pixel Fade Time", Float) = 1.9
[HideInInspector] m_end_CRT ("CRT Options", Float) = 0
[HideInInspector] m_start_Gameboy ("Gameboy Options", Float) = 0
[Gradient]_VideoGameboyRamp ("Color Ramp", 2D) = "white" { }
[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
[Toggle(BLOOM_LOW)] _EnableBulge ("Bulge", Float) = 0
_BulgeMask ("Bulge Mask", 2D) = "white" { }
_BuldgeFadeLength ("Touch Distance", Float) = 0.02
_BuldgeHeight ("Bulge Height", Range(-0.2, 0.2)) = 0.02
[HideInInspector] m_end_Bulge ("Bulge", Float) = 0
[HideInInspector] m_start_TouchGlow ("Touch Color", Float) = 0
[Toggle(GRAIN)]_EnableTouchGlow ("Enable Touch Glow", Float) = 0
_DepthGlowColor ("Depth Glow Color", Color) = (1, 1, 1, 1)
[Gradient]_DepthGradient ("Depth Gradient", 2D) = "white" { }
_DepthMask ("Depth Mask", 2D) = "white" { }
_DepthGlowEmission ("Depth Glow Emission", Float) = 3
_FadeLength ("Fade Length", Float) = 0.02
_DepthAlphaMin ("Alpha Min", Range(0, 1)) = 1
_DepthAlphaMax ("Alpha Max", Range(0, 1)) = 1
[HideInInspector] m_end_TouchGlow ("Touch Color", Float) = 0
[HideInInspector] m_end_TouchOptions ("Touch FX", Float) = 0
[HideInInspector] m_start_Hologram ("Hologram Alpha", Float) = 0
[Toggle(DEPTH_OF_FIELD)]_EnableHolo ("Enable Hologram Alpha", Float) = 0
[Curve]_HoloAlphaMap ("Alpha Map", 2D) = "white" { }
[Enum(World Space, 0, Local Space, 1, UV, 2)]_HoloCoordinateSpace ("Coordinate Space", Int) = 0
_HoloDirection ("Scroll Direction", Vector) = (0, 1, 0)
_HoloLineDensity ("Line Density", Float) = 10
_HoloScrollSpeed ("Scroll Speed", Float) = 1
[HideInInspector] m_start_FresnelAlpha ("Fresnel Alpha", Float) = 0
_HoloFresnelAlpha ("Intensity", Range(0, 1)) = 0
_HoloRimSharpness ("Sharpness", Range(0, 1)) = .5
_HoloRimWidth ("Width", Range(0, 1)) = .5
[HideInInspector] m_end_FresnelAlpha ("Fresnel Alpha", Float) = 0
[HideInInspector] m_end_Hologram ("Hologram Alpha", Float) = 0
[HideInInspector] m_start_wireframe ("Wireframe", Float) = 0
[ToggleUI]_WireframeEnable ("Enable Wireframe", Float) = 0
[ToggleUI]_WireframeQuad ("Quad", Float) = 0
_WireframeColor ("Wireframe Color", Color) = (1, 1, 1, 1)
_WireframeTexture ("Color Map", 2D) = "white" { }
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _WireframeUV ("UV#", Int) = 0
[Vector2]_WireframeTexturePan ("Panning", Vector) = (0, 0, 0, 0)
_WireframeEmissionStrength ("Emission Strength", Range(0, 30)) = 0
_WireframeThickness ("Thickness", Range(0, 20)) = 0
_WireframeEdgeOpacity ("Edge Opacity", Range(0, 1)) = 1
_WireframeFaceOpacity ("Face Opacity", Range(0, 1)) = .01
[HideInInspector] m_end_wireframe ("Wireframe", Float) = 0
[HideInInspector] m_start_Iridescence ("Iridescence", Float) = 0
[Toggle(BLOOM_LENS_DIRT)]_EnableIridescence ("Enable Iridescence", Float) = 0
[Gradient]_IridescenceRamp ("Ramp", 2D) = "white" { }
[ToggleUI]_IridescenceNormalToggle ("Custom Normals?", Float) = 0
[Normal]_IridescenceNormalMap ("Normal Map", 2D) = "bump" { }
_IridescenceMask ("Mask", 2D) = "white" { }
_IridescenceNormalIntensity ("Normal Intensity", Range(0, 10)) = 1
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _IridescenceNormalUV ("Normal UV", Int) = 0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _IridescenceMaskUV ("Mask UV", Int) = 0
[Enum(vertex, 0, pixel, 1)] _IridescenceNormalSelection ("Normal Select", Int) = 1
_IridescenceIntensity ("Intensity", Range(0, 10)) = 1
_IridescenceAddBlend ("Blend Add", Range(0, 1)) = 0
_IridescenceReplaceBlend ("Blend Replace", Range(0, 1)) = 0
_IridescenceMultiplyBlend ("Blend Multiply", Range(0, 1)) = 0
_IridescenceEmissionStrength ("Emission Strength", Range(0, 20)) = 0
[Enum(Run Early, 0, Run Late, 1)] _IridescenceTime ("When To Run", Int) = 0
[HideInInspector] m_end_Iridescence ("Iridescence", Float) = 0
[HideInInspector] m_start_VertexGlitch ("Vertex Glitching", Float) = 0
[ToggleUI]_EnableVertexGlitch ("Enable Vertex Glitching", Float) = 0
_VertexGlitchFrequency ("Glitch Interval", Float) = 0
_VertexGlitchThreshold ("Glitch Threshold", Range(0, 1)) = 1
_VertexGlitchStrength ("Glitch Strength", Range(0, 10)) = 1
[HideInInspector] m_end_VertexGlitch ("Vertex Glitching", Float) = 0
[HideInInspector] m_start_Spawns ("Spawns", Float) = 0
[HideInInspector] m_start_ScifiSpawnIn ("Sci Fi", Float) = 0
[ToggleUI]_EnableScifiSpawnIn ("Enable Sci Fi Spawn", Float) = 0
_SpawnInNoise ("Spawn Noise", 2D) = "black" { }
_SpawnInNoiseIntensity ("Noise Intensity", Range(0, 1)) = .35
_SpawnInAlpha ("Spawn Alpha", Range(0, 1)) = 0
[Vector3]_SpawnInGradientStart ("Gradient Start", Vector) = (0, 2, 0)
[Vector3]_SpawnInGradientFinish ("Gradient End", Vector) = (0, -2, 0)
[HDR]_SpawnInEmissionColor ("Emission Color", Color) = (1, 1, 1)
_SpawnInEmissionOffset ("Emission Width", Range(0, 1)) = .1
_SpawnInVertOffset ("Vertex Offset Speed", Float) = 10
_SpawnInVertOffsetOffset ("vert width", Range(0, 1)) = .1
[HideInInspector] m_end_SciFiSpawnIn ("Sci Fi", Float) = 0
[HideInInspector] m_end_Spawns ("Spawns", Float) = 0
// Voronoi
[HideInInspector] m_start_Voronoi ("Vertex Glitching", Float) = 0
[Enum(2D(Fast), 0, 3D(Fast with color bugs), 1, 3D(slow but no bugs), 2)] _VoronoiType ("Space", Int) = 1
[Enum(Local, 0, World, 1, UV, 2)] _VoronoiSpace ("Space", Int) = 0
[Enum(Color and Emission, 0, Just Emission, 1)] _VoronoiBlend ("Blend", Int) = 0
[Toggle(CHROMATIC_ABERRATION)]_EnableVoronoi ("Enable Voronoi", Float) = 0
_VoronoiMask ("Mask", 2D) = "white" { }
[HideInInspector][Vector2]_VoronoiMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _VoronoiMaskUV ("UV", Int) = 0
_VoronoiNoise ("Edge Noise", 2D) = "black" { }
[HideInInspector][Vector2]_VoronoiNoisePan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _VoronoiNoiseUV ("UV", Int) = 0
_VoronoiNoiseIntensity ("Noise Intensity", Range(0, 1)) = .1
_VoronoiColor0 ("Color 0", Color) = (0, 0, 0, 1)
_VoronoiEmission0 ("Emission 0", Range(0, 20)) = 0
_VoronoiColor1 ("Color 1", Color) = (1, 1, 1, 1)
_VoronoiEmission1 ("Emission 1", Range(0, 20)) = 0
[Vector2]_VoronoiGradient ("Gradient", Vector) = (.04, .05, 0, 0)
_VoronoiScale ("Scale", Float) = 5
[Vector3]_VoronoiSpeed ("Speed", Vector) = (3, 3, 3)
[HideInInspector] m_start_voronoiRandom ("Voronoi Random Cell Color", Float) = 0
[ToggleUI]_VoronoiEnableRandomCellColor ("Rando Cell Col", Float) = 0
[MultiSlider]_VoronoiRandomMinMaxSaturation ("Saturation Range", Vector) = (0.8, 1, 0, 1)
[MultiSlider]_VoronoiRandomMinMaxBrightness ("Brightness Range", Vector) = (0.8, 1, 0, 1)
[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][Toggle(_SPECULARHIGHLIGHTS_OFF)]_BlackLightMaskEnabled ("Black Light Mask Enabled", Float) = 0
_BlackLightMaskKeys ("Mask Keys", Vector) = (2, 3, 4, 5)
_BlackLightMaskStart ("Gradient Start", Vector) = (0, 0, 0, 0)
_BlackLightMaskEnd ("Gradient End", Vector) = (1, 1, 1, 1)
[ToggleUI]_BlackLightMaskDebug ("Visualize", Float) = 0
[Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskMetallic ("Metallic", Int) = 4
[Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskClearCoat ("Clear Coat", Int) = 4
[Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskMatcap ("Matcap 1", Int) = 4
[Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskMatcap2 ("Matcap 2", Int) = 4
[Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskEmission ("Emission 1", Int) = 4
[Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskEmission2 ("Emission 2", Int) = 4
[Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskFlipbook ("Flipbook", Int) = 4
[Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskDissolve ("Dissolve", Int) = 4
[Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskPanosphere ("Panosphere", Int) = 4
[Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskGlitter ("Glitter", Int) = 4
[Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskIridescence ("Iridescence", Int) = 4
[HideInInspector] m_end_BlackLight ("Black Light", Float) = 0
// End Patreon
// Parallax Mapping
[HideInInspector] m_ParallaxMap ("Parallax", Float) = 0
[Toggle(_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, DistortedUV1, 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, DistortedUV1, 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
// Rendering Options
[HideInInspector] m_renderingOptions ("Rendering Options", Float) = 0
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4
[Enum(UnityEngine.Rendering.BlendMode)] _SourceBlend ("Source Blend", Float) = 5
[Enum(UnityEngine.Rendering.BlendMode)] _DestinationBlend ("Destination Blend", Float) = 10
[Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Int) = 0
_ZBias ("ZBias", Float) = 0.0
[ToggleUI]_IgnoreFog ("Ignore Fog", Float) = 0
[HideInInspector] Instancing ("Instancing", Float) = 0 //add this property for instancing variants settings to be shown
// Stencils
[HideInInspector] m_start_StencilPassOptions ("Stencil", Float) = 0
[IntRange] _StencilRef ("Stencil Reference Value", Range(0, 255)) = 0
//[IntRange] _StencilReadMaskRef ("Stencil ReadMask Value", Range(0, 255)) = 0
//[IntRange] _StencilWriteMaskRef ("Stencil WriteMask Value", Range(0, 255)) = 0
[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
// Debug Options
[HideInInspector] m_start_debugOptions ("Debug", Float) = 0
[HideInInspector][Toggle(_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)] _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
}
//originalEditorCustomEditor "PoiToon"
CustomEditor "Thry.ShaderEditor"
SubShader
{
//Blend SrcAlpha OneMinusSrcAlpha
Blend [_SourceBlend] [_DestinationBlend]
Tags { "Queue" = "Transparent+10" "RenderType" = "Transparent" }
Pass
{
Name "MainPass"
Tags { "LightMode" = "ForwardBase" }
Stencil
{
Ref [_StencilRef]
Comp [_StencilCompareFunction]
Pass [_StencilPassOp]
Fail [_StencilFailOp]
ZFail [_StencilZFailOp]
}
ZWrite [_ZWrite]
Cull [_Cull]
ZTest [_ZTest]
Offset [_ZBias], [_ZBias]
CGPROGRAM
#pragma target 4.0
#define TRANSPARENT
#define WIREFRAME
#define FORWARD_BASE_PASS
// Base Pass Features
// Decal
#pragma shader_feature GEOM_TYPE_BRANCH
#pragma multi_compile _ VERTEXLIGHT_ON
// patreon Base
// Black Light Mask
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
// voronoi
#pragma shader_feature CHROMATIC_ABERRATION
// UV Distortion
#pragma shader_feature USER_LUT
// Bulge
#pragma shader_feature BLOOM_LOW
// Hologram Alpha
#pragma shader_feature DEPTH_OF_FIELD
//Video
#pragma shader_feature BLOOM
#pragma shader_feature _PARALLAXMAP
// Mirror
#pragma shader_feature _REQUIRE_UV2
// Random
#pragma shader_feature _SUNDISK_NONE
// Dissolve
#pragma shader_feature DISTORT
// Panosphere
#pragma shader_feature _DETAIL_MULX2
// Touch Color
#pragma shader_feature GRAIN
// Lighting
#pragma shader_feature LOD_FADE_CROSSFADE
// Flipbook
#pragma shader_feature _SUNDISK_HIGH_QUALITY
// Rim Lighting
#pragma shader_feature _GLOSSYREFLECTIONS_OFF
// Enviro Rim
#pragma shader_feature _MAPPING_6_FRAMES_LAYOUT
// Metal
#pragma shader_feature _METALLICGLOSSMAP
// Iridescence
#pragma shader_feature BLOOM_LENS_DIRT
// Matcap
#pragma shader_feature _COLORADDSUBDIFF_ON
// Specular
#pragma shader_feature _SPECGLOSSMAP
// SubSurface
#pragma shader_feature _TERRAIN_NORMAL_MAP
// Debug
#pragma shader_feature _COLOROVERLAY_ON
// Glitter
#pragma shader_feature _SUNDISK_SIMPLE
// RGBMask
#pragma shader_feature FXAA
// Text
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _EMISSION
// Clear Coat
#pragma shader_feature _COLORCOLOR_ON
#pragma multi_compile_instancing
#pragma multi_compile_fwdbase
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_fog
#pragma vertex vert
#pragma geometry wireframeGeom
#pragma fragment frag
#include "../Includes/CGI_PoiPass.cginc"
ENDCG
}
Pass
{
Name "ForwardAddPass"
Tags { "LightMode" = "ForwardAdd" }
Stencil
{
Ref [_StencilRef]
Comp [_StencilCompareFunction]
Pass [_StencilPassOp]
Fail [_StencilFailOp]
ZFail [_StencilZFailOp]
}
ZWrite Off
Blend One One
Cull [_Cull]
ZTest [_ZTest]
Offset [_ZBias], [_ZBias]
CGPROGRAM
#pragma target 4.0
#define TRANSPARENT
#define WIREFRAME
#define FORWARD_ADD_PASS
// Add Pass Features
// Decal
#pragma shader_feature GEOM_TYPE_BRANCH
// patreon Additive
// Black Light Mask
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
// voronoi
#pragma shader_feature CHROMATIC_ABERRATION
// UV Distortion
#pragma shader_feature USER_LUT
// Bulge
#pragma shader_feature BLOOM_LOW
#pragma shader_feature _PARALLAX_MAP
// Mirror
#pragma shader_feature _REQUIRE_UV2
// Random
#pragma shader_feature _SUNDISK_NONE
// Dissolve
#pragma shader_feature DISTORT
// Panosphere
#pragma shader_feature _DETAIL_MULX2
// Lighting
#pragma shader_feature LOD_FADE_CROSSFADE
// Flipbook
#pragma shader_feature _SUNDISK_HIGH_QUALITY
// Rim Lighting
#pragma shader_feature _GLOSSYREFLECTIONS_OFF
// Metal
#pragma shader_feature _METALLICGLOSSMAP
// Iridescence
#pragma shader_feature BLOOM_LENS_DIRT
// Matcap
#pragma shader_feature _COLORADDSUBDIFF_ON
// Specular
#pragma shader_feature _SPECGLOSSMAP
// SubSurface
#pragma shader_feature _TERRAIN_NORMAL_MAP
// RGBMask
#pragma shader_feature FXAA
// Text
#pragma shader_feature EFFECT_BUMP
// Debug
#pragma shader_feature _COLOROVERLAY_ON
#pragma multi_compile_instancing
#pragma multi_compile_fwdadd_fullshadows
#pragma vertex vert
#pragma geometry wireframeGeom
#pragma fragment frag
#include "../Includes/CGI_PoiPass.cginc"
ENDCG
}
Pass
{
Name "ShadowCasterPass"
Tags { "LightMode" = "ShadowCaster" }
Stencil
{
Ref [_StencilRef]
Comp [_StencilCompareFunction]
Pass [_StencilPassOp]
Fail [_StencilFailOp]
ZFail [_StencilZFailOp]
}
ZWrite [_ZWrite]
Cull [_Cull]
ZTest [_ZTest]
Offset [_ZBias], [_ZBias]
CGPROGRAM
#pragma target 4.0
#define TRANSPARENT
#define POI_SHADOW
// UV Distortion
#pragma shader_feature USER_LUT
// Flipbook
#pragma shader_feature _SUNDISK_HIGH_QUALITY
// Mirror
#pragma shader_feature _REQUIRE_UV2
// Random
#pragma shader_feature _SUNDISK_NONE
// Dissolve
#pragma shader_feature DISTORT
#pragma multi_compile_instancing
#pragma vertex vertShadowCaster
#pragma fragment fragShadowCaster
#include "../Includes/CGI_PoiPassShadow.cginc"
ENDCG
}
Pass
{
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
#define POI_META_PASS
#define TRANSPARENT
// UV Distortion
#pragma shader_feature USER_LUT
// Hologram Alpha
#pragma shader_feature DEPTH_OF_FIELD
//Video
#pragma shader_feature BLOOM
#pragma shader_feature _PARALLAXMAP
// Mirror
#pragma shader_feature _REQUIRE_UV2
// Random
#pragma shader_feature _SUNDISK_NONE
// Dissolve
#pragma shader_feature DISTORT
// Panosphere
#pragma shader_feature _DETAIL_MULX2
// Lighting
#pragma shader_feature LOD_FADE_CROSSFADE
// Flipbook
#pragma shader_feature _SUNDISK_HIGH_QUALITY
// Rim Lighting
#pragma shader_feature _GLOSSYREFLECTIONS_OFF
// Enviro Rim
#pragma shader_feature _MAPPING_6_FRAMES_LAYOUT
// Metal
#pragma shader_feature _METALLICGLOSSMAP
// Iridescence
#pragma shader_feature BLOOM_LENS_DIRT
// Matcap
#pragma shader_feature _COLORADDSUBDIFF_ON
// Specular
#pragma shader_feature _SPECGLOSSMAP
// SubSurface
#pragma shader_feature _TERRAIN_NORMAL_MAP
// Debug
#pragma shader_feature _COLOROVERLAY_ON
// Glitter
#pragma shader_feature _SUNDISK_SIMPLE
// RGBMask
#pragma shader_feature FXAA
// Text
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _EMISSION
// Clear Coat
#pragma shader_feature _COLORCOLOR_ON
#pragma vertex vert
#pragma fragment frag
#include "../Includes/CGI_PoiPass.cginc"
ENDCG
}
}
Fallback "Toon/Lit Cutout (Double)"
}