res-avatar-unity/Assets/_PoiyomiShaders/Shaders/7.3/Patreon/VoxelCubed/Shader/PoiyomiCubed.shader
2023-07-15 19:51:23 -07:00

282 lines
16 KiB
GLSL
Executable file

Shader ".poiyomi/Patreon/Cubed"
{
Properties
{
[HideInInspector] shader_is_using_thry_editor ("", Float) = 0
[HideInInspector] shader_master_label ("<color=#008080>Poiyomi³</color>", 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 Outdated tools or prefabs can cause this.)]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
}
*/
}
}