Shader ".poiyomi/Patreon/Cubed" { Properties { [HideInInspector] shader_is_using_thry_editor ("", Float) = 0 [HideInInspector] shader_master_label ("Poiyomi³", Float) = 0 [HideInInspector] shader_presets ("poiToonPresets", Float) = 0 [HideInInspector] footer_youtube ("youtube footer button", Float) = 0 [HideInInspector] footer_twitter ("twitter footer button", Float) = 0 [HideInInspector] footer_patreon ("patreon footer button", Float) = 0 [HideInInspector] footer_discord ("discord footer button", Float) = 0 [HideInInspector] footer_github ("github footer button", Float) = 0 // 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 Outdated tools or prefabs can cause this.)]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] m_mainOptions ("Main", Float) = 0 _Color ("Color", Color) = (1, 1, 1, 1) _Desaturation ("Saturation", Range(-1, 1)) = 0 _MainTex ("Texture", 2D) = "white" { } [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _MainTextureUV ("Tex UV#", Int) = 0 [Normal]_BumpMap ("Normal Map", 2D) = "bump" { } _BumpScale ("Normal Intensity", Range(0, 10)) = 1 _AlphaMask ("Alpha Mask", 2D) = "white" { } _Clip ("Alpha Cuttoff", Range(0, 1.001)) = 0.5 [HideInInspector] m_start_mainAdvanced ("Advanced", Float) = 0 _GlobalPanSpeed ("Pan Speed XY", Vector) = (0, 0, 0, 0) [Normal]_DetailNormalMap ("Detail Map", 2D) = "bump" { } _DetailNormalMask ("Detail Mask", 2D) = "white" { } _DetailNormalMapScale ("Detail Intensity", Range(0, 10)) = 1 [HideInInspector] m_end_mainAdvanced ("Advanced", Float) = 0 [HideInInspector] m_CubedOptions ("Cubed Options", Float) = 0 [Enum(Random, 0, Constructed, 1)] _AssemblyMode("Assembly Mode", Int) = 0 _TriToCube ("Tri to Cube", Range(0,1)) = 0 _SpawnAlpha ("Spawn Alpha", Range(0,1)) = 0 _LocalSpawnOffset ("Local Spawn Offset", Vector) = (0, 0, 0, 0) _WorldSpawnOffset ("World Spawn Offset", Vector) = (0, 0, 0, 0) _Pieces ("Pieces", Float) = 20 [HideInInspector] m_start_constructedMode ("Constructed Mode", Float) = 0 _AssemblyBegin ("Assembly Begin", Vector) = (0, -1, 0, 0) _AssemblyEnd ("Assembly End", Vector) = (0, 1, 0, 0) [Enum(Off, 0, On, 1)] _CubeGradientDebug("Debug View", Int) = 0 [HideInInspector] m_end_constructedMode ("Constructed Mode", Float) = 0 [HideInInspector] m_start_explodeMode ("Explode Mode", Float) = 0 [Enum(Off, 0, On, 1)] _ExplodeMode("Assembly Mode", Int) = 0 _ExplodeFadeDistance ("Explode Fade Distance", Float) = .3 [HideInInspector] m_end_explodeMode ("Explode Mode", Float) = 0 [HideInInspector] m_metallicOptions ("Metallic", Float) = 0 _CubeMap ("Baked CubeMap", Cube) = "" { } [ToggleUI]_SampleWorld ("Force Baked Cubemap", Range(0, 1)) = 0 _PurelyAdditive ("Purely Additive", Range(0, 1)) = 0 _MetallicMap ("Metallic Map", 2D) = "white" { } _Metallic ("Metallic", Range(0, 1)) = 0 _SmoothnessMap ("Smoothness Map", 2D) = "white" { } [ToggleUI]_InvertSmoothness ("Invert Smoothness Map", Range(0, 1)) = 0 _Smoothness ("Smoothness", Range(0, 1)) = 0 [HideInInspector] m_matcapOptions ("Matcap / Sphere Textures", Float) = 0 _Matcap ("Matcap", 2D) = "white" { } _MatcapMap ("Matcap Map", 2D) = "white" { } _MatcapColor ("Matcap Color", Color) = (1, 1, 1, 1) _MatcapStrength ("Matcap Strength", Range(0, 20)) = 1 _ReplaceWithMatcap ("Replace With Matcap", Range(0, 1)) = 0 _MultiplyMatcap ("Multiply Matcap", Range(0, 1)) = 0 _AddMatcap ("Add Matcap", Range(0, 1)) = 0 [HideInInspector] m_emissionOptions ("Emission", Float) = 0 [HDR]_EmissionColor ("Emission Color", Color) = (1, 1, 1, 1) _EmissionMap ("Emission Map", 2D) = "white" { } _EmissionMask ("Emission Mask", 2D) = "white" { } _EmissionScrollSpeed ("Emission Scroll Speed", Vector) = (0, 0, 0, 0) _EmissionStrength ("Emission Strength", Range(0, 20)) = 0 [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 [HideInInspector] m_end_blinkingEmissionOptions ("Blinking Emission", Float) = 0 [HideInInspector] m_start_scrollingEmissionOptions ("Scrolling Emission", Float) = 0 [ToggleUI] _ScrollingEmission ("Enable Scrolling Emission", Float) = 0 _EmissiveScroll_Direction ("Direction", Vector) = (0, -10, 0, 0) _EmissiveScroll_Width ("Width", Float) = 10 _EmissiveScroll_Velocity ("Velocity", Float) = 10 _EmissiveScroll_Interval ("Interval", Float) = 20 [HideInInspector] m_end_scrollingEmissionOptions ("Scrolling Emission", Float) = 0 [HideInInspector] m_fakeLightingOptions ("Lighting", Float) = 0 [Enum(Natural, 0, Controlled, 1)] _LightingType("Lighting Type", Int) = 0 [Gradient]_ToonRamp ("Lighting Ramp", 2D) = "white" { } _ShadowStrength ("Shadow Strength", Range(0, 1)) = 1 _ShadowOffset ("Shadow Offset", Range(-1, 1)) = 0 _MinBrightness ("Min Brightness", Range(0, 1)) = 0 _MaxBrightness ("Max Brightness", Float) = 1 _AOMap ("AO Map", 2D) = "white" { } _AOStrength ("AO Strength", Range(0, 1)) = 1 [HideInInspector] m_start_lightingAdvanced ("Advanced", Float) = 0 _IndirectContribution ("Indirect Contribution", Range(0, 1)) = 0 _AdditiveSoftness ("Additive Softness", Range(0, 0.5)) = 0.05 _AdditiveOffset ("Additive Offset", Range(-0.5, 0.5)) = 0 _AttenuationMultiplier ("Attenuation", Range(0, 1)) = 0 [HideInInspector] m_end_lightingAdvanced ("Advanced", Float) = 0 [HideInInspector] m_specularHighlightsOptions ("Specular Highlights", Float) = 0 [Enum(Off, 0, Realistic, 1, Toon, 2, soon.jpg, 3)] _SpecularType ("Specular Type", Int) = 0 _SpecularTint ("Specular Tint", Color) = (1, 1, 1, 1) _SpecularSmoothness ("Smoothness", Range(0, 1)) = 0 _SpecularMap ("Specular Map", 2D) = "white" { } [Enum(Alpha, 0, Grayscale, 1)] _SmoothnessFrom ("Smoothness From", Int) = 1 _SpecularHighTexture ("Specular High Tex", 2D) = "white" { } [Enum(Lighting, 0, HighTexture, 1)] _SpecularColorFrom("Specular Color From", Int) = 0 [HideInInspector] m_subsurfaceOptions ("Subsurface Scattering", Float) = 0 _SSSColor ("Subsurface Color", Color) = (1, 1, 1, 1) _SSSThicknessMap ("Thickness Map", 2D) = "black" { } _SSSThicknessMod ("Thickness mod", Range(-1, 1)) = 0 _SSSStrength ("Attenuation", Range(0, 1)) = 0 _SSSPower ("Light Spread", Range(1, 100)) = 1 _SSSDistortion ("Light Distortion", Range(0, 1)) = 0 [HideInInspector] m_rimLightOptions ("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 _RimLightColorBias ("Rim Color Bias", Range(0, 1)) = 0 _RimTex ("Rim Texture", 2D) = "white" { } _RimMask ("Rim Mask", 2D) = "white" { } _RimTexPanSpeed ("Rim Texture Pan Speed", Vector) = (0, 0, 0, 0) [HideInInspector] m_start_ShadowMix ("Shadow Mix", Float) = 0 _ShadowMix ("Shadow Mix In", Range(0, 1)) = 0 _ShadowMixThreshold ("Shadow Mix Threshold", Range(0, 1)) = .5 _ShadowMixWidthMod ("Shadow Mix Width Mod", Range(0, 10)) = .5 [HideInInspector] m_end_ShadowMix ("Shadow Mix", Float) = 0 [HideInInspector] m_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_funOptions ("Fun", Float) = 0 [Enum(ShowInBoth, 0, ShowOnlyInMirror, 1, DontShowInMirror, 2)] _Mirror ("Show in mirror", Int) = 0 [HideInInspector] m_miscOptions ("Misc", 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 } CustomEditor "Thry.ShaderEditor" SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry" } Pass { Name "MainPass" Tags { "LightMode" = "ForwardBase" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMaskRef] WriteMask [_StencilWriteMaskRef] Ref [_StencilRef] Comp [_StencilCompareFunction] Pass [_StencilPassOp] Fail [_StencilFailOp] ZFail [_StencilZFailOp] } ZWrite [_ZWrite] Cull [_Cull] ZTest [_ZTest] CGPROGRAM #pragma target 5.0 #define FORWARD_BASE_PASS #pragma multi_compile_instancing #pragma multi_compile_fwdbase #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_fog #pragma vertex vert #pragma fragment frag #pragma geometry geom #include "../Includes/PoiDefaultPass.cginc" ENDCG } Pass { Name "ForwardAddPass" Tags { "LightMode" = "ForwardAdd" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMaskRef] WriteMask [_StencilWriteMaskRef] Ref [_StencilRef] Comp [_StencilCompareFunction] Pass [_StencilPassOp] Fail [_StencilFailOp] ZFail [_StencilZFailOp] } ZWrite Off Blend One One Cull [_Cull] ZTest [_ZTest] CGPROGRAM #pragma target 5.0 #define FORWARD_ADD_PASS #pragma multi_compile_instancing #pragma multi_compile_fwdadd_fullshadows #pragma vertex vert #pragma fragment frag #pragma geometry geom #include "../Includes/PoiDefaultPass.cginc" ENDCG } /* Pass { Name "ShadowCasterPass" Tags { "LightMode" = "ShadowCaster" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMaskRef] WriteMask [_StencilWriteMaskRef] Ref [_StencilRef] Comp [_StencilCompareFunction] Pass [_StencilPassOp] Fail [_StencilFailOp] ZFail [_StencilZFailOp] } CGPROGRAM #pragma target 5.0 #define CUTOUT #pragma multi_compile_instancing #pragma vertex vertShadowCaster #pragma fragment fragShadowCaster #include "../Includes/PoiPassShadow.cginc" ENDCG } */ } }