1- //Auto-generated on Wed Nov 05 06:07:09 UTC 2025
1+ //Auto-generated on Wed Nov 05 06:16:34 UTC 2025
22//Unity Toon Shader
33//nobuyuki@unity3d.com
44//toshiyuki@unity3d.com (Intengrated)
@@ -48,6 +48,7 @@ Shader "Toon" {
4848 //
4949 [Toggle (_)] _Inverse_Clipping( "Inverse_Clipping" , Float ) = 0
5050 _Clipping_Level( "Clipping_Level" , Range (0 , 1 )) = 0
51+ _Tweak_transparency( "Tweak_transparency" , Range (-1 , 1 )) = 0
5152 // ClippingMask paramaters to Here.
5253
5354 // Base Color Properties
@@ -76,62 +77,90 @@ Shader "Toon" {
7677
7778 // Normal Map Properties
7879 _NormalMap ( "NormalMap" , 2D ) = "bump" {}
80+ _BumpScale ( "Normal Scale" , Range (0 , 1 )) = 1
7981 [Toggle (_)] _Is_NormalMapToBase ( "Is_NormalMapToBase" , Float ) = 0
8082 //v.2.0.4.4
8183 [Toggle (_)] _Set_SystemShadowsToBase ( "Set_SystemShadowsToBase" , Float ) = 1
84+ _Tweak_SystemShadowsLevel ( "Tweak_SystemShadowsLevel" , Range (-0.5 , 0.5 )) = 0
8285
8386 // Shading Properties
8487 //v.2.0.6
88+ _BaseColor_Step ( "BaseColor_Step" , Range (0 , 1 )) = 0.5
89+ _BaseShade_Feather ( "Base/Shade_Feather" , Range (0.0001 , 1 )) = 0.0001
90+ _ShadeColor_Step ( "ShadeColor_Step" , Range (0 , 1 )) = 0
91+ _1st2nd_Shades_Feather ( "1st/2nd_Shades_Feather" , Range (0.0001 , 1 )) = 0.0001
92+ _1st_ShadeColor_Step ( "1st_ShadeColor_Step" , Range (0 , 1 )) = 0.5
93+ _1st_ShadeColor_Feather ( "1st_ShadeColor_Feather" , Range (0.0001 , 1 )) = 0.0001
94+ _2nd_ShadeColor_Step ( "2nd_ShadeColor_Step" , Range (0 , 1 )) = 0
95+ _2nd_ShadeColor_Feather ( "2nd_ShadeColor_Feather" , Range (0.0001 , 1 )) = 0.0001
8596 //v.2.0.5
97+ _StepOffset ( "Step_Offset (ForwardAdd Only)" , Range (-0.5 , 0.5 )) = 0
8698 [Toggle (_)] _Is_Filter_HiCutPointLightColor ( "PointLights HiCut_Filter (ForwardAdd Only)" , Float ) = 1
8799
88100 // Shading Grade Map Properties
89101 _Set_1st_ShadePosition ( "Set_1st_ShadePosition" , 2D ) = "white" {}
90102 _Set_2nd_ShadePosition ( "Set_2nd_ShadePosition" , 2D ) = "white" {}
91103 _ShadingGradeMap( "ShadingGradeMap" , 2D ) = "white" {}
92104 //v.2.0.6
105+ _Tweak_ShadingGradeMapLevel( "Tweak_ShadingGradeMapLevel" , Range (-0.5 , 0.5 )) = 0
106+ _BlurLevelSGM( "Blur Level of ShadingGradeMap" , Range (0 , 10 )) = 0
93107
94108 // High Color Properties
95109 _HighColor ( "HighColor" , Color ) = (0 ,0 ,0 ,1 )
96110 //v.2.0.4 HighColor_Tex
97111 _HighColor_Tex ( "HighColor_Tex" , 2D ) = "white" {}
98112 [Toggle (_)] _Is_LightColor_HighColor ( "Is_LightColor_HighColor" , Float ) = 1
99113 [Toggle (_)] _Is_NormalMapToHighColor ( "Is_NormalMapToHighColor" , Float ) = 0
114+ _HighColor_Power ( "HighColor_Power" , Range (0 , 1 )) = 0
100115 [Toggle (_)] _Is_SpecularToHighColor ( "Is_SpecularToHighColor" , Float ) = 0
101116 [Toggle (_)] _Is_BlendAddToHiColor ( "Is_BlendAddToHiColor" , Float ) = 0
102117 [Toggle (_)] _Is_UseTweakHighColorOnShadow ( "Is_UseTweakHighColorOnShadow" , Float ) = 0
118+ _TweakHighColorOnShadow ( "TweakHighColorOnShadow" , Range (0 , 1 )) = 0
103119 //HiColorMask
104120 _Set_HighColorMask ( "Set_HighColorMask" , 2D ) = "white" {}
121+ _Tweak_HighColorMaskLevel ( "Tweak_HighColorMaskLevel" , Range (-1 , 1 )) = 0
105122
106123 // Rim Light Properties
107124 [Toggle (_)] _RimLight ( "RimLight" , Float ) = 0
108125 _RimLightColor ( "RimLightColor" , Color ) = (1 ,1 ,1 ,1 )
109126 [Toggle (_)] _Is_LightColor_RimLight ( "Is_LightColor_RimLight" , Float ) = 1
110127 [Toggle (_)] _Is_NormalMapToRimLight ( "Is_NormalMapToRimLight" , Float ) = 0
128+ _RimLight_Power ( "RimLight_Power" , Range (0 , 1 )) = 0.1
129+ _RimLight_InsideMask ( "RimLight_InsideMask" , Range (0.0001 , 1 )) = 0.0001
111130 [Toggle (_)] _RimLight_FeatherOff ( "RimLight_FeatherOff" , Float ) = 0
112131 //RimLight
113132 [Toggle (_)] _LightDirection_MaskOn ( "LightDirection_MaskOn" , Float ) = 0
133+ _Tweak_LightDirection_MaskLevel ( "Tweak_LightDirection_MaskLevel" , Range (0 , 0.5 )) = 0
114134 [Toggle (_)] _Add_Antipodean_RimLight ( "Add_Antipodean_RimLight" , Float ) = 0
115135 _Ap_RimLightColor ( "Ap_RimLightColor" , Color ) = (1 ,1 ,1 ,1 )
116136 [Toggle (_)] _Is_LightColor_Ap_RimLight ( "Is_LightColor_Ap_RimLight" , Float ) = 1
137+ _Ap_RimLight_Power ( "Ap_RimLight_Power" , Range (0 , 1 )) = 0.1
117138 [Toggle (_)] _Ap_RimLight_FeatherOff ( "Ap_RimLight_FeatherOff" , Float ) = 0
118139 //RimLightMask
119140 _Set_RimLightMask ( "Set_RimLightMask" , 2D ) = "white" {}
141+ _Tweak_RimLightMaskLevel ( "Tweak_RimLightMaskLevel" , Range (-1 , 1 )) = 0
120142
121143 // MatCap Properties
122144 [Toggle (_)] _MatCap ( "MatCap" , Float ) = 0
123145 _MatCap_Sampler ( "MatCap_Sampler" , 2D ) = "black" {}
124146 //v.2.0.6
147+ _BlurLevelMatcap ( "Blur Level of MatCap_Sampler" , Range (0 , 10 )) = 0
125148 _MatCapColor ( "MatCapColor" , Color ) = (1 ,1 ,1 ,1 )
126149 [Toggle (_)] _Is_LightColor_MatCap ( "Is_LightColor_MatCap" , Float ) = 1
127150 [Toggle (_)] _Is_BlendAddToMatCap ( "Is_BlendAddToMatCap" , Float ) = 1
151+ _Tweak_MatCapUV ( "Tweak_MatCapUV" , Range (-0.5 , 0.5 )) = 0
152+ _Rotate_MatCapUV ( "Rotate_MatCapUV" , Range (-1 , 1 )) = 0
128153 //v.2.0.6
129154 [Toggle (_)] _CameraRolling_Stabilizer ( "Activate CameraRolling_Stabilizer" , Float ) = 0
130155 [Toggle (_)] _Is_NormalMapForMatCap ( "Is_NormalMapForMatCap" , Float ) = 0
131156 _NormalMapForMatCap ( "NormalMapForMatCap" , 2D ) = "bump" {}
157+ _BumpScaleMatcap ( "Scale for NormalMapforMatCap" , Range (0 , 1 )) = 1
158+ _Rotate_NormalMapForMatCapUV ( "Rotate_NormalMapForMatCapUV" , Range (-1 , 1 )) = 0
132159 [Toggle (_)] _Is_UseTweakMatCapOnShadow ( "Is_UseTweakMatCapOnShadow" , Float ) = 0
160+ _TweakMatCapOnShadow ( "TweakMatCapOnShadow" , Range (0 , 1 )) = 0
133161 //MatcapMask
134162 _Set_MatcapMask ( "Set_MatcapMask" , 2D ) = "white" {}
163+ _Tweak_MatcapMaskLevel ( "Tweak_MatcapMaskLevel" , Range (-1 , 1 )) = 0
135164 [Toggle (_)] _Inverse_MatcapMask ( "Inverse_MatcapMask" , Float ) = 0
136165 //v.2.0.5
137166 [Toggle (_)] _Is_Ortho ( "Orthographic Projection for MatCap" , Float ) = 0
@@ -142,6 +171,8 @@ Shader "Toon" {
142171 _AngelRing_Sampler( "AngelRing_Sampler" , 2D ) = "black" {}
143172 _AngelRing_Color( "AngelRing_Color" , Color ) = (1 , 1 , 1 , 1 )
144173 [Toggle (_)] _Is_LightColor_AR( "Is_LightColor_AR" , Float ) = 1
174+ _AR_OffsetU( "AR_OffsetU" , Range (0 , 0.5 )) = 0
175+ _AR_OffsetV( "AR_OffsetV" , Range (0 , 1 )) = 0.3
145176 [Toggle (_)] _ARSampler_AlphaOn( "ARSampler_AlphaOn" , Float ) = 0
146177
147178 // Emissive Properties
@@ -150,6 +181,8 @@ Shader "Toon" {
150181 _Emissive_Tex ( "Emissive_Tex" , 2D ) = "white" {}
151182 [HDR ]_Emissive_Color ( "Emissive_Color" , Color ) = (0 ,0 ,0 ,1 )
152183 _Base_Speed ( "Base_Speed" , Float ) = 0
184+ _Scroll_EmissiveU ( "Scroll_EmissiveU" , Range (-1 , 1 )) = 0
185+ _Scroll_EmissiveV ( "Scroll_EmissiveV" , Range (-1 , 1 )) = 0
153186 _Rotate_EmissiveUV ( "Rotate_EmissiveUV" , Float ) = 0
154187 [Toggle (_)] _Is_PingPong_Base ( "Is_PingPong_Base" , Float ) = 0
155188 [Toggle (_)] _Is_ColorShift ( "Activate ColorShift" , Float ) = 0
@@ -178,11 +211,15 @@ Shader "Toon" {
178211 [Toggle (_)] _Is_BakedNormal ( "Is_BakedNormal" , Float ) = 0
179212 _BakedNormal ( "Baked Normal for Outline" , 2D ) = "white" {}
180213 //GI Intensity
214+ _GI_Intensity ( "GI_Intensity" , Range (0 , 1 )) = 0
181215 //For VR Chat under No effective light objects
216+ _Unlit_Intensity ( "Unlit_Intensity" , Range (0 , 4 )) = 0
182217 //v.2.0.5
183218 [Toggle (_)] _Is_Filter_LightColor ( "VRChat : SceneLights HiCut_Filter" , Float ) = 1
184219 //Built-in Light Direction
185220 [Toggle (_)] _Is_BLD ( "Advanced : Activate Built-in Light Direction" , Float ) = 0
221+ _Offset_X_Axis_BLD ( " Offset X-Axis (Built-in Light Direction)" , Range (-1 , 1 )) = -0.05
222+ _Offset_Y_Axis_BLD ( " Offset Y-Axis (Built-in Light Direction)" , Range (-1 , 1 )) = 0.09
186223 [Toggle (_)] _Inverse_Z_Axis_BLD ( " Inverse Z-Axis (Built-in Light Direction)" , Float ) = 1
187224
188225 // HDRP Matte Properties
@@ -236,6 +273,8 @@ Shader "Toon" {
236273 _BaseColorMap( "BaseColorMap" , 2D ) = "white" {}
237274 [HideInInspector ] _BaseColorMap_MipInfo( "_BaseColorMap_MipInfo" , Vector ) = (0 , 0 , 0 , 0 )
238275
276+ _Metallic( "_Metallic" , Range (0.0 , 1.0 )) = 0
277+ _Smoothness( "Smoothness" , Range (0.0 , 1.0 )) = 0.5
239278 _MaskMap( "MaskMap" , 2D ) = "white" {}
240279 _SmoothnessRemapMin( "SmoothnessRemapMin" , Float ) = 0.0
241280 _SmoothnessRemapMax( "SmoothnessRemapMax" , Float ) = 1.0
@@ -247,6 +286,7 @@ Shader "Toon" {
247286 // Normal Maps
248287 ////////////// _NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
249288 _NormalMapOS( "NormalMapOS" , 2D ) = "white" {} // Object space normal map - no good default value
289+ _NormalScale( "_NormalScale" , Range (0.0 , 8.0 )) = 1
250290
251291 _BentNormalMap( "_BentNormalMap" , 2D ) = "bump" {}
252292 _BentNormalMapOS( "_BentNormalMapOS" , 2D ) = "white" {}
@@ -256,6 +296,7 @@ Shader "Toon" {
256296 // Caution: Default value of _HeightAmplitude must be (_HeightMax - _HeightMin) * 0.01
257297 // Those two properties are computed from the ones exposed in the UI and depends on the displaement mode so they are separate because we don't want to lose information upon displacement mode change.
258298 [HideInInspector ] _HeightAmplitude( "Height Amplitude" , Float ) = 0.02 // In world units. This will be computed in the UI.
299+ [HideInInspector ] _HeightCenter( "Height Center" , Range (0.0 , 1.0 )) = 0.5 // In texture space
259300
260301 [Enum (MinMax, 0 , Amplitude, 1 )] _HeightMapParametrization( "Heightmap Parametrization" , Int ) = 0
261302 // These parameters are for vertex displacement/Tessellation
@@ -265,32 +306,43 @@ Shader "Toon" {
265306 _HeightMax( "Heightmap Max" , Float ) = 1
266307 // Amplitude mode
267308 _HeightTessAmplitude( "Amplitude" , Float ) = 2.0 // in Centimeters
309+ _HeightTessCenter( "Height Center" , Range (0.0 , 1.0 )) = 0.5 // In texture space
268310
269311 // These parameters are for pixel displacement
270312 _HeightPoMAmplitude( "Height Amplitude" , Float ) = 2.0 // In centimeters
271313
272314 // Detail Maps
273315 _DetailMap( "DetailMap" , 2D ) = "linearGrey" {}
316+ _DetailAlbedoScale( "_DetailAlbedoScale" , Range (0.0 , 2.0 )) = 1
317+ _DetailNormalScale( "_DetailNormalScale" , Range (0.0 , 2.0 )) = 1
318+ _DetailSmoothnessScale( "_DetailSmoothnessScale" , Range (0.0 , 2.0 )) = 1
274319
275320 // Tangent Maps
276321 _TangentMap( "TangentMap" , 2D ) = "bump" {}
277322 _TangentMapOS( "TangentMapOS" , 2D ) = "white" {}
323+ _Anisotropy( "Anisotropy" , Range (-1.0 , 1.0 )) = 0
278324 _AnisotropyMap( "AnisotropyMap" , 2D ) = "white" {}
279325
280326 // Diffusion Profile
281327 [HideInInspector ] _DiffusionProfile( "Obsolete, kept for migration purpose" , Int ) = 0
282328 [HideInInspector ] _DiffusionProfileAsset( "Diffusion Profile Asset" , Vector ) = (0 , 0 , 0 , 0 )
283329 [HideInInspector ] _DiffusionProfileHash( "Diffusion Profile Hash" , Float ) = 0
330+ _SubsurfaceMask( "Subsurface Radius" , Range (0.0 , 1.0 )) = 1.0
284331 _SubsurfaceMaskMap( "Subsurface Radius Map" , 2D ) = "white" {}
332+ _TransmissionMask( "Transmission Mask" , Range (0.0 , 1.0 )) = 1.0
333+ _Thickness( "Thickness" , Range (0.0 , 1.0 )) = 1.0
285334 _ThicknessMap( "Thickness Map" , 2D ) = "white" {}
286335 _ThicknessRemap( "Thickness Remap" , Vector ) = (0 , 1 , 0 , 0 )
287336
288337 // Iridescence
338+ _IridescenceThickness( "Iridescence Thickness" , Range (0.0 , 1.0 )) = 1.0
289339 _IridescenceThicknessMap( "Iridescence Thickness Map" , 2D ) = "white" {}
290340 _IridescenceThicknessRemap( "Iridescence Thickness Remap" , Vector ) = (0 , 1 , 0 , 0 )
341+ _IridescenceMask( "Iridescence Mask" , Range (0.0 , 1.0 )) = 1.0
291342 _IridescenceMaskMap( "Iridescence Mask Map" , 2D ) = "white" {}
292343
293344 // Coat
345+ _CoatMask( "Coat Mask" , Range (0.0 , 1.0 )) = 0.0
294346 _CoatMaskMap( "CoatMaskMap" , 2D ) = "white" {}
295347
296348 // Specular
@@ -312,6 +364,7 @@ Shader "Toon" {
312364 [HideInInspector ] _EmissiveIntensityUnit( "Emissive Mode" , Int ) = 0
313365 [ToggleUI ] _UseEmissiveIntensity( "Use Emissive Intensity" , Int ) = 0
314366 _EmissiveIntensity( "Emissive Intensity" , Float ) = 1
367+ _EmissiveExposureWeight( "Emissive Pre Exposure" , Range (0.0 , 1.0 )) = 1.0
315368
316369 // Distortion
317370 _DistortionVectorMap( "DistortionVectorMap" , 2D ) = "black" {}
@@ -333,6 +386,10 @@ Shader "Toon" {
333386 // Alpha and Transparency
334387 [ToggleUI ] _UseShadowThreshold( "_UseShadowThreshold" , Float ) = 0.0
335388 [ToggleUI ] _AlphaCutoffEnable( "Alpha Cutoff Enable" , Float ) = 0.0
389+ _AlphaCutoff( "Alpha Cutoff" , Range (0.0 , 1.0 )) = 0.5
390+ _AlphaCutoffShadow( "_AlphaCutoffShadow" , Range (0.0 , 1.0 )) = 0.5
391+ _AlphaCutoffPrepass( "_AlphaCutoffPrepass" , Range (0.0 , 1.0 )) = 0.5
392+ _AlphaCutoffPostpass( "_AlphaCutoffPostpass" , Range (0.0 , 1.0 )) = 0.5
336393 [ToggleUI ] _TransparentDepthPrepassEnable( "_TransparentDepthPrepassEnable" , Float ) = 0.0
337394 [ToggleUI ] _TransparentBackfaceEnable( "_TransparentBackfaceEnable" , Float ) = 0.0
338395 [ToggleUI ] _TransparentDepthPostpassEnable( "_TransparentDepthPostpassEnable" , Float ) = 0.0
@@ -341,6 +398,7 @@ Shader "Toon" {
341398 // Transparency
342399 [Enum (None, 0 , Box, 1 , Sphere, 2 , Thin, 3 )]_RefractionModel( "Refraction Model" , Int ) = 0
343400 [Enum (Proxy, 1 , HiZ, 2 )]_SSRefractionProjectionModel( "Refraction Projection Model" , Int ) = 0
401+ _Ior( "Index Of Refraction" , Range (1.0 , 2.5 )) = 1.0
344402 _ThicknessMultiplier( "Thickness Multiplier" , Float ) = 1.0
345403 _TransmittanceColor( "Transmittance Color" , Color ) = (1.0 , 1.0 , 1.0 )
346404 _TransmittanceColorMap( "TransmittanceColorMap" , 2D ) = "white" {}
@@ -406,7 +464,12 @@ Shader "Toon" {
406464 [ToggleUI ] _DepthOffsetEnable( "Depth Offset View space" , Float ) = 0.0
407465
408466 [ToggleUI ] _EnableGeometricSpecularAA( "EnableGeometricSpecularAA" , Float ) = 0.0
467+ _SpecularAAScreenSpaceVariance( "SpecularAAScreenSpaceVariance" , Range (0.0 , 1.0 )) = 0.1
468+ _SpecularAAThreshold( "SpecularAAThreshold" , Range (0.0 , 1.0 )) = 0.2
409469
470+ _PPDMinSamples( "Min sample for POM" , Range (1.0 , 64.0 )) = 5
471+ _PPDMaxSamples( "Max sample for POM" , Range (1.0 , 64.0 )) = 15
472+ _PPDLodThreshold( "Start lod to fade out the POM effect" , Range (0.0 , 16.0 )) = 5
410473 _PPDPrimitiveLength( "Primitive length for POM" , Float ) = 1
411474 _PPDPrimitiveWidth( "Primitive width for POM" , Float ) = 1
412475 [HideInInspector ] _InvPrimScale( "Inverse primitive scale for non-planar POM" , Vector ) = (1 , 1 , 0 , 0 )
@@ -428,6 +491,7 @@ Shader "Toon" {
428491
429492 // HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
430493 ////////// _MainTex("BaseMap", 2D) = "white" {}
494+ _Cutoff( "Alpha Cutoff" , Range (0.0 , 1.0 )) = 0.5
431495
432496 [ToggleUI ] _SupportDecals( "Support Decals" , Float ) = 1.0
433497 [ToggleUI ] _ReceivesSSR( "Receives SSR" , Float ) = 1.0
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