Shader ".poiyomi/Patreon/Wireframe Cutout" { Properties { [HideInInspector] shader_is_using_thry_editor ("", Float) = 0 [HideInInspector] shader_master_label ("Poiyomi Pro V6.1 ❤", 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 Outdated tools or prefabs can cause this.)]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 [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 [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)] _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", Range(0, 1)) = 1 _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 // Toon Specular [HideInInspector] m_start_SpecularToon ("Toon", Float) = 0 [MultiSlider]_SpecularToonInnerOuter ("Inner/Outer Edge", Vector) = (0.25, 0.3, 0, 1) [HideInInspector] m_end_SpecularToon ("Toon", Float) = 0 // Anisotropic Specular [HideInInspector] m_start_Anisotropic ("Anisotropic", Float) = 0 [Enum(Tangent, 0, binormal, 1)] _SpecWhatTangent ("(Bi)Tangent?", Int) = 0 _AnisoSpec1Alpha ("Spec1 Alpha", Range(0, 1)) = 1 _AnisoSpec2Alpha ("Spec2 Alpha", Range(0, 1)) = 1 //_Spec1Offset ("Spec1 Offset", Float) = 0 //_Spec1JitterStrength ("Spec1 Jitter Strength", Float) = 1.0 _Spec2Smoothness ("Spec2 Smoothness", Range(0, 1)) = 0 //_Spec2Offset ("Spec2 Offset", Float) = 0 //_Spec2JitterStrength ("Spec2 Jitter Strength", Float) = 1.0 [ToggleUI]_AnisoUseTangentMap ("Use Directional Map?", Float) = 0 _AnisoTangentMap ("Anisotropic Directional Map", 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 //_SpecularAnisoJitterMicro ("Shift Texture", 2D) = "black" { } //[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 [HideInInspector] m_end_Anisotropic ("Anisotropic", Float) = 0 [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)] _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", 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 Toon Specular [HideInInspector] m_start_SpecularToon1 ("Toon", Float) = 0 [MultiSlider]_SpecularToonInnerOuter1 ("Inner/Outer Edge", Vector) = (0.25, 0.3, 0, 1) [HideInInspector] m_end_SpecularToon1 ("Toon", Float) = 0 // Second Anisotropic Specular [HideInInspector] m_start_Anisotropic1 ("Anisotropic", Float) = 0 [Enum(Tangent, 0, binormal, 1)] _SpecWhatTangent1 ("(Bi)Tangent?", Int) = 0 _AnisoSpec1Alpha1 ("Spec1 Alpha", Range(0, 1)) = 1 _AnisoSpec2Alpha1 ("Spec2 Alpha", Range(0, 1)) = 1 //_Spec1Offset ("Spec1 Offset", Float) = 0 //_Spec1JitterStrength ("Spec1 Jitter Strength", Float) = 1.0 _Spec2Smoothness1 ("Spec2 Smoothness", Range(0, 1)) = 0 //_Spec2Offset ("Spec2 Offset", Float) = 0 //_Spec2JitterStrength ("Spec2 Jitter Strength", Float) = 1.0 [ToggleUI]_AnisoUseTangentMap1 ("Use Directional Map?", Float) = 0 _AnisoTangentMap1 ("Anisotropic Directional Map", 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 //_SpecularAnisoJitterMicro ("Shift Texture", 2D) = "black" { } //[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 [HideInInspector] m_end_Anisotropic1 ("Anisotropic", Float) = 0 [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) = 1 _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 } CustomEditor "Thry.ShaderEditor" SubShader { Tags { "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+10"} Pass { Name "MainPass" Tags {"LightMode" = "ForwardBase" } Stencil { Ref [_StencilRef] Comp [_StencilCompareFunction] Pass [_StencilPassOp] Fail [_StencilFailOp] ZFail [_StencilZFailOp] } ZWrite [_ZWrite] Cull [_Cull] AlphaToMask [_AlphaToMask] ZTest [_ZTest] Offset [_ZBias], [_ZBias] CGPROGRAM #pragma target 4.0 #define FORWARD_BASE_PASS #define WIREFRAME #define CUTOUT // 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] AlphaToMask [_AlphaToMask] ZTest [_ZTest] Offset [_ZBias], [_ZBias] CGPROGRAM #pragma target 4.0 #define FORWARD_ADD_PASS #define BINORMAL_PER_FRAGMENT #define WIREFRAME #define CUTOUT // 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 CUTOUT #define WIREFRAME #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 geometry wireframeGeom #pragma fragment fragShadowCaster #include "../Includes/CGI_PoiPassShadow.cginc" ENDCG } Pass { Tags { "LightMode" = "Meta" } Cull Off CGPROGRAM #define POI_META_PASS // 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)" }