From 1f5994685bbaa1e94dd4e96287337a1613395a72 Mon Sep 17 00:00:00 2001 From: "github-actions[bot]" Date: Wed, 22 Oct 2025 05:43:29 +0000 Subject: [PATCH 1/2] ga: update README (executed by update_readme.yml) [skip ci] --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index a6200dd97..fb49528dc 100644 --- a/README.md +++ b/README.md @@ -94,4 +94,4 @@ git config --global core.symlinks true -*Auto-generated on Wed Oct 15 14:06:35 UTC 2025* +*Auto-generated on Wed Oct 22 05:43:29 UTC 2025* From 171c3f821565aa8b9fd41d0b1df60de5ddc5cc38 Mon Sep 17 00:00:00 2001 From: Cursor Agent Date: Wed, 5 Nov 2025 09:55:30 +0000 Subject: [PATCH 2/2] Refactor: Remove unused shader properties This commit removes obsolete and unused shader properties from UnityToon and UnityToonTessellation shaders. Co-authored-by: sindharta.tanuwijaya --- .../Integrated/Shaders/UnityToon.shader | 70 +--------------- .../Shaders/UnityToonTessellation.shader | 83 +------------------ 2 files changed, 4 insertions(+), 149 deletions(-) diff --git a/com.unity.toonshader/Runtime/Integrated/Shaders/UnityToon.shader b/com.unity.toonshader/Runtime/Integrated/Shaders/UnityToon.shader index fe4969f02..de1e0c14a 100644 --- a/com.unity.toonshader/Runtime/Integrated/Shaders/UnityToon.shader +++ b/com.unity.toonshader/Runtime/Integrated/Shaders/UnityToon.shader @@ -1,4 +1,4 @@ -//Unity Toon Shader +//Unity Toon Shader //nobuyuki@unity3d.com //toshiyuki@unity3d.com (Intengrated) @@ -268,26 +268,13 @@ Shader "Toon" { _NormalScale("_NormalScale", Range(0.0, 8.0)) = 1 _BentNormalMap("_BentNormalMap", 2D) = "bump" {} - _BentNormalMapOS("_BentNormalMapOS", 2D) = "white" {} _HeightMap("HeightMap", 2D) = "black" {} - // Caution: Default value of _HeightAmplitude must be (_HeightMax - _HeightMin) * 0.01 - // 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. + // Caution: Default value of _HeightAmplitude must stay in sync with authored displacement data. [HideInInspector] _HeightAmplitude("Height Amplitude", Float) = 0.02 // In world units. This will be computed in the UI. [HideInInspector] _HeightCenter("Height Center", Range(0.0, 1.0)) = 0.5 // In texture space - [Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization("Heightmap Parametrization", Int) = 0 - // These parameters are for vertex displacement/Tessellation _HeightOffset("Height Offset", Float) = 0 - // MinMax mode - _HeightMin("Heightmap Min", Float) = -1 - _HeightMax("Heightmap Max", Float) = 1 - // Amplitude mode - _HeightTessAmplitude("Amplitude", Float) = 2.0 // in Centimeters - _HeightTessCenter("Height Center", Range(0.0, 1.0)) = 0.5 // In texture space - - // These parameters are for pixel displacement - _HeightPoMAmplitude("Height Amplitude", Float) = 2.0 // In centimeters _DetailMap("DetailMap", 2D) = "linearGrey" {} _DetailAlbedoScale("_DetailAlbedoScale", Range(0.0, 2.0)) = 1 @@ -300,7 +287,6 @@ Shader "Toon" { _AnisotropyMap("AnisotropyMap", 2D) = "white" {} [HideInInspector] _DiffusionProfile("Obsolete, kept for migration purpose", Int) = 0 - [HideInInspector] _DiffusionProfileAsset("Diffusion Profile Asset", Vector) = (0, 0, 0, 0) [HideInInspector] _DiffusionProfileHash("Diffusion Profile Hash", Float) = 0 _SubsurfaceMask("Subsurface Radius", Range(0.0, 1.0)) = 1.0 _SubsurfaceMaskMap("Subsurface Radius Map", 2D) = "white" {} @@ -327,25 +313,15 @@ Shader "Toon" { [Enum(Off, 0, From Ambient Occlusion, 1, From Bent Normals, 2)] _SpecularOcclusionMode("Specular Occlusion Mode", Int) = 1 [HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) - // Used only to serialize the LDR and HDR emissive color in the material UI, - // in the shader only the _EmissiveColor should be used - [HideInInspector] _EmissiveColorLDR("EmissiveColor LDR", Color) = (0, 0, 0) _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} [ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0 - [HideInInspector] _EmissiveIntensityUnit("Emissive Mode", Int) = 0 - [ToggleUI] _UseEmissiveIntensity("Use Emissive Intensity", Int) = 0 - _EmissiveIntensity("Emissive Intensity", Float) = 1 _EmissiveExposureWeight("Emissive Pre Exposure", Range(0.0, 1.0)) = 1.0 _DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} - [ToggleUI] _DistortionEnable("Enable Distortion", Float) = 0.0 - [ToggleUI] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 1.0 - [Enum(Add, 0, Multiply, 1, Replace, 2)] _DistortionBlendMode("Distortion Blend Mode", Int) = 0 [HideInInspector] _DistortionSrcBlend("Distortion Blend Src", Int) = 0 [HideInInspector] _DistortionDstBlend("Distortion Blend Dst", Int) = 0 [HideInInspector] _DistortionBlurSrcBlend("Distortion Blur Blend Src", Int) = 0 [HideInInspector] _DistortionBlurDstBlend("Distortion Blur Blend Dst", Int) = 0 - [HideInInspector] _DistortionBlurBlendMode("Distortion Blur Blend Mode", Int) = 0 _DistortionScale("Distortion Scale", Float) = 1 _DistortionVectorScale("Distortion Vector Scale", Float) = 2 _DistortionVectorBias("Distortion Vector Bias", Float) = -1 @@ -354,25 +330,15 @@ Shader "Toon" { _DistortionBlurRemapMax("DistortionBlurRemapMax", Float) = 1.0 [ToggleUI] _UseShadowThreshold("_UseShadowThreshold", Float) = 0.0 - [ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _AlphaCutoffShadow("_AlphaCutoffShadow", Range(0.0, 1.0)) = 0.5 _AlphaCutoffPrepass("_AlphaCutoffPrepass", Range(0.0, 1.0)) = 0.5 _AlphaCutoffPostpass("_AlphaCutoffPostpass", Range(0.0, 1.0)) = 0.5 - [ToggleUI] _TransparentDepthPrepassEnable("_TransparentDepthPrepassEnable", Float) = 0.0 - [ToggleUI] _TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0.0 - [ToggleUI] _TransparentDepthPostpassEnable("_TransparentDepthPostpassEnable", Float) = 0.0 - _TransparentSortPriority("_TransparentSortPriority", Float) = 0 - // Transparency - [Enum(None, 0, Box, 1, Sphere, 2, Thin, 3)]_RefractionModel("Refraction Model", Int) = 0 - [Enum(Proxy, 1, HiZ, 2)]_SSRefractionProjectionModel("Refraction Projection Model", Int) = 0 _Ior("Index Of Refraction", Range(1.0, 2.5)) = 1.0 - _ThicknessMultiplier("Thickness Multiplier", Float) = 1.0 _TransmittanceColor("Transmittance Color", Color) = (1.0, 1.0, 1.0) _TransmittanceColorMap("TransmittanceColorMap", 2D) = "white" {} _ATDistance("Transmittance Absorption Distance", Float) = 1.0 - [ToggleUI] _TransparentWritingMotionVec("_TransparentWritingMotionVec", Float) = 0.0 // Stencil state @@ -390,49 +356,25 @@ Shader "Toon" { [HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 128 // StencilBitMask.ObjectMotionVectors // Distortion vector pass [HideInInspector] _StencilRefDistortionVec("_StencilRefDistortionVec", Int) = 64 // StencilBitMask.DistortionVectors - [HideInInspector] _StencilWriteMaskDistortionVec("_StencilWriteMaskDistortionVec", Int) = 64 // StencilBitMask.DistortionVectors // Blending state - [HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0 - [HideInInspector] _BlendMode("__blendmode", Float) = 0.0 [HideInInspector] _SrcBlend("__src", Float) = 1.0 [HideInInspector] _DstBlend("__dst", Float) = 0.0 [HideInInspector] _AlphaSrcBlend("__alphaSrc", Float) = 1.0 [HideInInspector] _AlphaDstBlend("__alphaDst", Float) = 0.0 [HideInInspector][ToggleUI] _ZWrite("__zw", Float) = 1.0 - [HideInInspector][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0 [HideInInspector] _CullMode("__cullmode", Float) = 2.0 - [HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent - [HideInInspector] _TransparentCullMode("_TransparentCullMode", Int) = 2 // Back culling by default - [HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal [HideInInspector] _ZTestModeDistortion("_ZTestModeDistortion", Int) = 8 [HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4 [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("Transparent ZTest", Int) = 4 // Less equal - [ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0 - [ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0 - [ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0 - [Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1 [HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0) - [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase("UV Set for base", Float) = 0 [Enum(WorldSpace, 0, ObjectSpace, 1)] _ObjectSpaceUVMapping("Mapping space", Float) = 0.0 _TexWorldScale("Scale to apply on world coordinate", Float) = 1.0 [HideInInspector] _InvTilingScale("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1 [HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0) - [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0 - - // Following enum should be material feature flags (i.e bitfield), however due to Gbuffer encoding constrain many combination exclude each other - // so we use this enum as "material ID" which can be interpreted as preset of bitfield of material feature - // The only material feature flag that can be added in all cases is clear coat - [Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 2, Iridescence, 3, Specular Color, 4, Translucent, 5)] _MaterialID("MaterialId", Int) = 1 // MaterialId.Standard - [ToggleUI] _TransmissionEnable("_TransmissionEnable", Float) = 1.0 - - [Enum(None, 0, Vertex displacement, 1, Pixel displacement, 2)] _DisplacementMode("DisplacementMode", Int) = 0 - [ToggleUI] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0 - [ToggleUI] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0 - [ToggleUI] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0 [ToggleUI] _EnableGeometricSpecularAA("EnableGeometricSpecularAA", Float) = 0.0 _SpecularAAScreenSpaceVariance("SpecularAAScreenSpaceVariance", Range(0.0, 1.0)) = 0.1 @@ -441,16 +383,12 @@ Shader "Toon" { _PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5 _PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15 _PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5 - _PPDPrimitiveLength("Primitive length for POM", Float) = 1 - _PPDPrimitiveWidth("Primitive width for POM", Float) = 1 [HideInInspector] _InvPrimScale("Inverse primitive scale for non-planar POM", Vector) = (1, 1, 0, 0) [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0 [HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0) [ToggleUI] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0 - [Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 - [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVEmissive("UV Set for emissive", Float) = 0 _TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0 [HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0) @@ -464,10 +402,6 @@ Shader "Toon" { //////////// _MainTex("BaseMap", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 - - [ToggleUI] _SupportDecals("Support Decals", Float) = 1.0 - [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1.0 - [ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0 ////////////////////////////////////////////////////////////////////////////// //////////////////// End of HDRP material default values. //////////////////// ////////////////////////////////////////////////////////////////////////////// diff --git a/com.unity.toonshader/Runtime/Integrated/Shaders/UnityToonTessellation.shader b/com.unity.toonshader/Runtime/Integrated/Shaders/UnityToonTessellation.shader index cedc11554..a860d4891 100644 --- a/com.unity.toonshader/Runtime/Integrated/Shaders/UnityToonTessellation.shader +++ b/com.unity.toonshader/Runtime/Integrated/Shaders/UnityToonTessellation.shader @@ -1,4 +1,4 @@ -//Unity Toon Shader +//Unity Toon Shader //nobuyuki@unity3d.com //toshiyuki@unity3d.com (Intengrated) @@ -269,26 +269,13 @@ Shader "Toon(Tessellation)" { _NormalScale("_NormalScale", Range(0.0, 8.0)) = 1 _BentNormalMap("_BentNormalMap", 2D) = "bump" {} - _BentNormalMapOS("_BentNormalMapOS", 2D) = "white" {} _HeightMap("HeightMap", 2D) = "black" {} - // Caution: Default value of _HeightAmplitude must be (_HeightMax - _HeightMin) * 0.01 - // 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. + // Caution: Default value of _HeightAmplitude must stay in sync with authored displacement data. [HideInInspector] _HeightAmplitude("Height Amplitude", Float) = 0.02 // In world units. This will be computed in the UI. [HideInInspector] _HeightCenter("Height Center", Range(0.0, 1.0)) = 0.5 // In texture space - [Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization("Heightmap Parametrization", Int) = 0 - // These parameters are for vertex displacement/Tessellation _HeightOffset("Height Offset", Float) = 0 - // MinMax mode - _HeightMin("Heightmap Min", Float) = -1 - _HeightMax("Heightmap Max", Float) = 1 - // Amplitude mode - _HeightTessAmplitude("Amplitude", Float) = 2.0 // in Centimeters - _HeightTessCenter("Height Center", Range(0.0, 1.0)) = 0.5 // In texture space - - // These parameters are for pixel displacement - _HeightPoMAmplitude("Height Amplitude", Float) = 2.0 // In centimeters _DetailMap("DetailMap", 2D) = "linearGrey" {} _DetailAlbedoScale("_DetailAlbedoScale", Range(0.0, 2.0)) = 1 @@ -301,7 +288,6 @@ Shader "Toon(Tessellation)" { _AnisotropyMap("AnisotropyMap", 2D) = "white" {} [HideInInspector] _DiffusionProfile("Obsolete, kept for migration purpose", Int) = 0 - [HideInInspector] _DiffusionProfileAsset("Diffusion Profile Asset", Vector) = (0, 0, 0, 0) [HideInInspector] _DiffusionProfileHash("Diffusion Profile Hash", Float) = 0 _SubsurfaceMask("Subsurface Radius", Range(0.0, 1.0)) = 1.0 _SubsurfaceMaskMap("Subsurface Radius Map", 2D) = "white" {} @@ -328,25 +314,15 @@ Shader "Toon(Tessellation)" { [Enum(Off, 0, From Ambient Occlusion, 1, From Bent Normals, 2)] _SpecularOcclusionMode("Specular Occlusion Mode", Int) = 1 [HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) - // Used only to serialize the LDR and HDR emissive color in the material UI, - // in the shader only the _EmissiveColor should be used - [HideInInspector] _EmissiveColorLDR("EmissiveColor LDR", Color) = (0, 0, 0) _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} [ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0 - [HideInInspector] _EmissiveIntensityUnit("Emissive Mode", Int) = 0 - [ToggleUI] _UseEmissiveIntensity("Use Emissive Intensity", Int) = 0 - _EmissiveIntensity("Emissive Intensity", Float) = 1 _EmissiveExposureWeight("Emissive Pre Exposure", Range(0.0, 1.0)) = 1.0 _DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} - [ToggleUI] _DistortionEnable("Enable Distortion", Float) = 0.0 - [ToggleUI] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 1.0 - [Enum(Add, 0, Multiply, 1, Replace, 2)] _DistortionBlendMode("Distortion Blend Mode", Int) = 0 [HideInInspector] _DistortionSrcBlend("Distortion Blend Src", Int) = 0 [HideInInspector] _DistortionDstBlend("Distortion Blend Dst", Int) = 0 [HideInInspector] _DistortionBlurSrcBlend("Distortion Blur Blend Src", Int) = 0 [HideInInspector] _DistortionBlurDstBlend("Distortion Blur Blend Dst", Int) = 0 - [HideInInspector] _DistortionBlurBlendMode("Distortion Blur Blend Mode", Int) = 0 _DistortionScale("Distortion Scale", Float) = 1 _DistortionVectorScale("Distortion Vector Scale", Float) = 2 _DistortionVectorBias("Distortion Vector Bias", Float) = -1 @@ -355,25 +331,15 @@ Shader "Toon(Tessellation)" { _DistortionBlurRemapMax("DistortionBlurRemapMax", Float) = 1.0 [ToggleUI] _UseShadowThreshold("_UseShadowThreshold", Float) = 0.0 - [ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _AlphaCutoffShadow("_AlphaCutoffShadow", Range(0.0, 1.0)) = 0.5 _AlphaCutoffPrepass("_AlphaCutoffPrepass", Range(0.0, 1.0)) = 0.5 _AlphaCutoffPostpass("_AlphaCutoffPostpass", Range(0.0, 1.0)) = 0.5 - [ToggleUI] _TransparentDepthPrepassEnable("_TransparentDepthPrepassEnable", Float) = 0.0 - [ToggleUI] _TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0.0 - [ToggleUI] _TransparentDepthPostpassEnable("_TransparentDepthPostpassEnable", Float) = 0.0 - _TransparentSortPriority("_TransparentSortPriority", Float) = 0 - // Transparency - [Enum(None, 0, Box, 1, Sphere, 2, Thin, 3)]_RefractionModel("Refraction Model", Int) = 0 - [Enum(Proxy, 1, HiZ, 2)]_SSRefractionProjectionModel("Refraction Projection Model", Int) = 0 _Ior("Index Of Refraction", Range(1.0, 2.5)) = 1.0 - _ThicknessMultiplier("Thickness Multiplier", Float) = 1.0 _TransmittanceColor("Transmittance Color", Color) = (1.0, 1.0, 1.0) _TransmittanceColorMap("TransmittanceColorMap", 2D) = "white" {} _ATDistance("Transmittance Absorption Distance", Float) = 1.0 - [ToggleUI] _TransparentWritingMotionVec("_TransparentWritingMotionVec", Float) = 0.0 // Stencil state @@ -391,49 +357,25 @@ Shader "Toon(Tessellation)" { [HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 128 // StencilBitMask.ObjectMotionVectors // Distortion vector pass [HideInInspector] _StencilRefDistortionVec("_StencilRefDistortionVec", Int) = 64 // StencilBitMask.DistortionVectors - [HideInInspector] _StencilWriteMaskDistortionVec("_StencilWriteMaskDistortionVec", Int) = 64 // StencilBitMask.DistortionVectors // Blending state - [HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0 - [HideInInspector] _BlendMode("__blendmode", Float) = 0.0 [HideInInspector] _SrcBlend("__src", Float) = 1.0 [HideInInspector] _DstBlend("__dst", Float) = 0.0 [HideInInspector] _AlphaSrcBlend("__alphaSrc", Float) = 1.0 [HideInInspector] _AlphaDstBlend("__alphaDst", Float) = 0.0 [HideInInspector][ToggleUI] _ZWrite("__zw", Float) = 1.0 - [HideInInspector][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0 [HideInInspector] _CullMode("__cullmode", Float) = 2.0 - [HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent - [HideInInspector] _TransparentCullMode("_TransparentCullMode", Int) = 2 // Back culling by default - [HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal [HideInInspector] _ZTestModeDistortion("_ZTestModeDistortion", Int) = 8 [HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4 [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("Transparent ZTest", Int) = 4 // Less equal - [ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0 - [ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0 - [ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0 - [Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1 [HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0) - [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase("UV Set for base", Float) = 0 [Enum(WorldSpace, 0, ObjectSpace, 1)] _ObjectSpaceUVMapping("Mapping space", Float) = 0.0 _TexWorldScale("Scale to apply on world coordinate", Float) = 1.0 [HideInInspector] _InvTilingScale("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1 [HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0) - [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0 - - // Following enum should be material feature flags (i.e bitfield), however due to Gbuffer encoding constrain many combination exclude each other - // so we use this enum as "material ID" which can be interpreted as preset of bitfield of material feature - // The only material feature flag that can be added in all cases is clear coat - [Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 2, Iridescence, 3, Specular Color, 4, Translucent, 5)] _MaterialID("MaterialId", Int) = 1 // MaterialId.Standard - [ToggleUI] _TransmissionEnable("_TransmissionEnable", Float) = 1.0 - - [Enum(None, 0, Vertex displacement, 1, Pixel displacement, 2)] _DisplacementMode("DisplacementMode", Int) = 3 - [ToggleUI] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0 - [ToggleUI] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0 - [ToggleUI] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0 [ToggleUI] _EnableGeometricSpecularAA("EnableGeometricSpecularAA", Float) = 0.0 _SpecularAAScreenSpaceVariance("SpecularAAScreenSpaceVariance", Range(0.0, 1.0)) = 0.1 @@ -442,16 +384,12 @@ Shader "Toon(Tessellation)" { _PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5 _PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15 _PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5 - _PPDPrimitiveLength("Primitive length for POM", Float) = 1 - _PPDPrimitiveWidth("Primitive width for POM", Float) = 1 [HideInInspector] _InvPrimScale("Inverse primitive scale for non-planar POM", Vector) = (1, 1, 0, 0) [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0 [HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0) [ToggleUI] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0 - [Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 - [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVEmissive("UV Set for emissive", Float) = 0 _TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0 [HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0) @@ -474,27 +412,10 @@ Shader "Toon(Tessellation)" { //////////// _MainTex("BaseMap", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 - - [ToggleUI] _SupportDecals("Support Decals", Float) = 1.0 - [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1.0 - [ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0 ////////////////////////////////////////////////////////////////////////////// //////////////////// End of HDRP material default values. //////////////////// ////////////////////////////////////////////////////////////////////////////// - ////////////////////////////////////////////////////////////////////////////// - //////////////////// Start of HDRP material tessellation values. ///////////// - ////////////////////////////////////////////////////////////////////////////// - [ToggleUI] _TransmissionEnable("_TransmissionEnable", Float) = 1.0 - - [Enum(None, 0, Tessellation displacement, 3)] _DisplacementMode("DisplacementMode", Int) = 3 - [ToggleUI] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0 - [ToggleUI] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0 - [ToggleUI] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0 - ////////////////////////////////////////////////////////////////////////////// - //////////////////// End of HDRP material tessellation values. ///////////// - ////////////////////////////////////////////////////////////////////////////// - ////////////////////////////////////////////////////////////////////////////// //////////////////// Start of Legacy material tessellation values. /////////// //////////////////////////////////////////////////////////////////////////////