From b22959bb708fff15c775c3035e3d377512d55ce7 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Sun, 23 Jun 2024 19:44:32 +0900 Subject: [PATCH 01/12] =?UTF-8?q?EmissiveScroll=E3=81=AE=E3=83=97=E3=83=AD?= =?UTF-8?q?=E3=83=91=E3=83=86=E3=82=A3=E9=A0=86=E3=82=92=E5=85=A5=E3=82=8C?= =?UTF-8?q?=E6=9B=BF=E3=81=88?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader | 4 ++-- Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader | 4 ++-- .../URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader | 4 ++-- Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader | 4 ++-- Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader | 4 ++-- Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader | 4 ++-- Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader | 4 ++-- Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader | 4 ++-- Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader | 4 ++-- Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader | 4 ++-- Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader | 4 ++-- Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader | 4 ++-- Shaders/Unlit_WF_Gem_Opaque.shader | 4 ++-- Shaders/Unlit_WF_Gem_Transparent.shader | 4 ++-- Shaders/Unlit_WF_Particle_Addition.shader | 4 ++-- Shaders/Unlit_WF_Particle_Multiply.shader | 4 ++-- Shaders/Unlit_WF_Particle_Opaque.shader | 4 ++-- Shaders/Unlit_WF_Particle_TransCutout.shader | 4 ++-- Shaders/Unlit_WF_Particle_Transparent.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader | 4 ++-- ...Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader | 4 ++-- .../Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader | 4 ++-- .../Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Opaque.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Outline_Opaque.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Outline_Transparent.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader | 4 ++-- .../Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader | 4 ++-- Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader | 4 ++-- Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader | 4 ++-- Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader | 4 ++-- Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Tess_Opaque.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Tess_Transparent.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader | 4 ++-- Shaders/Unlit_WF_UnToon_TransCutout.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Transparent.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Transparent3Pass.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Transparent_Mask.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader | 4 ++-- Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader | 4 ++-- Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader | 4 ++-- Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader | 4 ++-- Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader | 4 ++-- Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader | 4 ++-- Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader | 4 ++-- Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader | 4 ++-- .../Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader | 4 ++-- 65 files changed, 130 insertions(+), 130 deletions(-) diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader index 401e55ee..7cb016a1 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader @@ -172,14 +172,14 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader index 8a039c2a..ae6a48cd 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader @@ -182,14 +182,14 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader index eef29763..74417057 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader @@ -182,14 +182,14 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader index eb7f4fe9..2e8c86dd 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader @@ -168,14 +168,14 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader index c51f880b..2eef52f4 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader @@ -174,6 +174,8 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -182,8 +184,6 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader index 3b9da18b..fb17e7e7 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader @@ -299,14 +299,14 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader index ab5763d4..ef8091b8 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader @@ -315,14 +315,14 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader index 3aa60188..2868be41 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader @@ -326,14 +326,14 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader index 48b9a092..d0820b95 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader @@ -310,14 +310,14 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader index 7621b7ce..d4a1dd6f 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader @@ -320,6 +320,8 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -328,8 +330,6 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader index 6094ac4e..9ebbd841 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader @@ -323,6 +323,8 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -331,8 +333,6 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader index 8e97ada0..70aa24e6 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader @@ -323,6 +323,8 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -331,8 +333,6 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/Unlit_WF_Gem_Opaque.shader b/Shaders/Unlit_WF_Gem_Opaque.shader index 24bf3181..417b74c0 100644 --- a/Shaders/Unlit_WF_Gem_Opaque.shader +++ b/Shaders/Unlit_WF_Gem_Opaque.shader @@ -71,14 +71,14 @@ Shader "UnlitWF/WF_Gem_Opaque" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_Gem_Transparent.shader b/Shaders/Unlit_WF_Gem_Transparent.shader index 159241d2..4676e5fb 100644 --- a/Shaders/Unlit_WF_Gem_Transparent.shader +++ b/Shaders/Unlit_WF_Gem_Transparent.shader @@ -99,6 +99,8 @@ Shader "UnlitWF/WF_Gem_Transparent" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -107,8 +109,6 @@ Shader "UnlitWF/WF_Gem_Transparent" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_Particle_Addition.shader b/Shaders/Unlit_WF_Particle_Addition.shader index 314701f2..d451881a 100644 --- a/Shaders/Unlit_WF_Particle_Addition.shader +++ b/Shaders/Unlit_WF_Particle_Addition.shader @@ -45,6 +45,8 @@ Shader "UnlitWF/WF_Particle_Addition" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [HideInInspector] @@ -52,8 +54,6 @@ Shader "UnlitWF/WF_Particle_Addition" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_Particle_Multiply.shader b/Shaders/Unlit_WF_Particle_Multiply.shader index 10244d3e..7a14b11d 100644 --- a/Shaders/Unlit_WF_Particle_Multiply.shader +++ b/Shaders/Unlit_WF_Particle_Multiply.shader @@ -45,6 +45,8 @@ Shader "UnlitWF/WF_Particle_Multiply" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [HideInInspector] @@ -52,8 +54,6 @@ Shader "UnlitWF/WF_Particle_Multiply" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_Particle_Opaque.shader b/Shaders/Unlit_WF_Particle_Opaque.shader index ae7d2365..ae86fa2d 100644 --- a/Shaders/Unlit_WF_Particle_Opaque.shader +++ b/Shaders/Unlit_WF_Particle_Opaque.shader @@ -45,6 +45,8 @@ Shader "UnlitWF/WF_Particle_Opaque" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [HideInInspector] @@ -52,8 +54,6 @@ Shader "UnlitWF/WF_Particle_Opaque" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_Particle_TransCutout.shader b/Shaders/Unlit_WF_Particle_TransCutout.shader index 05f11e97..161d8e6a 100644 --- a/Shaders/Unlit_WF_Particle_TransCutout.shader +++ b/Shaders/Unlit_WF_Particle_TransCutout.shader @@ -56,6 +56,8 @@ Shader "UnlitWF/WF_Particle_TransCutout" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [HideInInspector] @@ -63,8 +65,6 @@ Shader "UnlitWF/WF_Particle_TransCutout" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_Particle_Transparent.shader b/Shaders/Unlit_WF_Particle_Transparent.shader index 73968a7e..51011b43 100644 --- a/Shaders/Unlit_WF_Particle_Transparent.shader +++ b/Shaders/Unlit_WF_Particle_Transparent.shader @@ -59,6 +59,8 @@ Shader "UnlitWF/WF_Particle_Transparent" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -68,8 +70,6 @@ Shader "UnlitWF/WF_Particle_Transparent" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader index b334b1df..1545cf75 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader @@ -318,14 +318,14 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader index a67ac286..e85bb7d6 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader @@ -329,14 +329,14 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader index afe3bcca..d9ba14cc 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader @@ -335,6 +335,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -343,8 +345,6 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader index ae9bcb49..390dc2b9 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader @@ -303,14 +303,14 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostOpaque" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader index 03b08ba8..56b34a17 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader @@ -317,6 +317,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -325,8 +327,6 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader index 6ddd6414..50707a14 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader @@ -315,14 +315,14 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader index bfa25b1d..bf24671f 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader @@ -316,14 +316,14 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader index dce14588..0bccfc93 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader @@ -440,14 +440,14 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_Opaque" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader index 7766a91f..74d7fcdc 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader @@ -451,14 +451,14 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_TransCutout" _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader index 2e131404..57769e67 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader @@ -371,14 +371,14 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader index a6693624..9625ee5a 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader @@ -382,14 +382,14 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_TransCutout" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader b/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader index 2cb334ba..7ba7b398 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader @@ -305,6 +305,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_FrostedGlass" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -313,8 +315,6 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_FrostedGlass" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader b/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader index f796ec88..9885de85 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader @@ -338,6 +338,8 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_Refracted" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -346,8 +348,6 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_Refracted" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader index f08d07dd..eef8035e 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader @@ -172,14 +172,14 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader index 432bbd42..cee39467 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader @@ -186,14 +186,14 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader index 43e09c2d..8ad2c87c 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader @@ -182,14 +182,14 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader index 80fa4d4c..46579347 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader @@ -168,14 +168,14 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader index 2db9c7ab..91dd6382 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader @@ -174,6 +174,8 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -182,8 +184,6 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Opaque.shader b/Shaders/Unlit_WF_UnToon_Opaque.shader index b0cefc7a..fb4070c4 100644 --- a/Shaders/Unlit_WF_UnToon_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Opaque.shader @@ -310,14 +310,14 @@ Shader "UnlitWF/WF_UnToon_Opaque" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader index 807b3cc0..4217c065 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader @@ -326,14 +326,14 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader index 268e6bce..36eb0a79 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader @@ -337,14 +337,14 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader index 0a3e6cb9..dae45475 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader @@ -347,6 +347,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -355,8 +357,6 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader index d855da7a..722dfe32 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader @@ -350,6 +350,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -358,8 +360,6 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader index d6ea5e7f..8e4b3cb4 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader @@ -350,6 +350,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -358,8 +360,6 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader index 05d6829e..c0f1bb01 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader @@ -351,6 +351,8 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -359,8 +361,6 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader index 3e74c462..5b0f2beb 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader @@ -424,14 +424,14 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader index c46acc7b..989a6255 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader @@ -435,14 +435,14 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader index ff25326c..8aa582b3 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader @@ -457,6 +457,8 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -465,8 +467,6 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader index c90ec5d5..435174d0 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader @@ -458,6 +458,8 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -466,8 +468,6 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader index 87282c0b..98d419ff 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader @@ -335,14 +335,14 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader index 92aa2f56..4bc4182b 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader @@ -346,14 +346,14 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader index 9132fb58..9c94850d 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader @@ -342,6 +342,8 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -350,8 +352,6 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader index c349f452..596aaca6 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader @@ -359,6 +359,8 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -367,8 +369,6 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TransCutout.shader index 786ae43d..c134070b 100644 --- a/Shaders/Unlit_WF_UnToon_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TransCutout.shader @@ -321,14 +321,14 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent.shader b/Shaders/Unlit_WF_UnToon_Transparent.shader index 315e6995..4e33ac86 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent.shader @@ -331,6 +331,8 @@ Shader "UnlitWF/WF_UnToon_Transparent" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -339,8 +341,6 @@ Shader "UnlitWF/WF_UnToon_Transparent" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader index adc7cc2d..9ae8182c 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader @@ -332,6 +332,8 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -340,8 +342,6 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader index b81c8fe1..1cea7ad4 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader @@ -334,6 +334,8 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -342,8 +344,6 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader index d976b587..227dfbea 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader @@ -334,6 +334,8 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -342,8 +344,6 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader index 1baac8e8..b05f7b3e 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader @@ -335,6 +335,8 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -343,8 +345,6 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader index 128ea1d0..0aa5efe2 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader @@ -252,14 +252,14 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Opaque" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeaderToggle(Fog)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader index f525aad8..79c5ed8d 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader @@ -263,14 +263,14 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeaderToggle(Fog)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader index 3acbccc6..6c630a5b 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader @@ -271,6 +271,8 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -279,8 +281,6 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeaderToggle(Fog)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader index a1e1dc0e..ac14df78 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader @@ -274,6 +274,8 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -282,8 +284,6 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeaderToggle(Fog)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader index 3a0f0951..2f78dab2 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader @@ -258,6 +258,8 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -266,8 +268,6 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeaderToggle(Fog)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader index b0fa63e4..6408b6c1 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader @@ -274,6 +274,8 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -282,8 +284,6 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeaderToggle(Fog)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader index 4120a5eb..fe705a2f 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader @@ -275,6 +275,8 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -283,8 +285,6 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeaderToggle(Fog)] From b327240cbeb5b4fccbcb6a5b4775e49f03d482d1 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Wed, 3 Jul 2024 14:19:24 +0900 Subject: [PATCH 02/12] =?UTF-8?q?Main=20Texture=202nd=20=E8=BF=BD=E5=8A=A0?= =?UTF-8?q?=E3=80=81=E3=81=9D=E3=82=8C=E3=81=A8=20=5FTX2=5FMainTex=20?= =?UTF-8?q?=E3=81=8A=E3=82=88=E3=81=B3=20=5FBKT=5FBackTex=20=E3=81=AF=20?= =?UTF-8?q?=5FMainTex=20=E3=81=AE=E3=82=B5=E3=83=B3=E3=83=97=E3=83=A9?= =?UTF-8?q?=E3=83=BC=E3=82=92=E4=BD=BF=E3=81=86=E3=82=88=E3=81=86=E3=81=AB?= =?UTF-8?q?=E3=81=99=E3=82=8B?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_Dictionary.cs | 3 ++ Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader | 13 +++++++ .../Unlit_WF_URP_UnToon_Outline_Opaque.shader | 13 +++++++ ...t_WF_URP_UnToon_Outline_TransCutout.shader | 13 +++++++ .../Unlit_WF_URP_UnToon_TransCutout.shader | 13 +++++++ .../Unlit_WF_URP_UnToon_Transparent.shader | 13 +++++++ ...nlit_WF_URP_UnToon_Transparent_Mask.shader | 13 +++++++ ...t_WF_URP_UnToon_Transparent_MaskOut.shader | 13 +++++++ ...t_WF_UnToon_Custom_ClearCoat_Opaque.shader | 13 +++++++ ...UnToon_Custom_ClearCoat_TransCutout.shader | 13 +++++++ ...UnToon_Custom_ClearCoat_Transparent.shader | 13 +++++++ .../Unlit_WF_UnToon_Custom_GhostOpaque.shader | 13 +++++++ ...t_WF_UnToon_Custom_GhostTransparent.shader | 14 ++++++++ ...nlit_WF_UnToon_Custom_Mirror_Opaque.shader | 13 +++++++ ..._UnToon_Custom_OffsetOutline_Opaque.shader | 13 +++++++ ...Toon_Custom_PowerCap_Outline_Opaque.shader | 13 +++++++ ...Custom_PowerCap_Outline_TransCutout.shader | 13 +++++++ ..._UnToon_Custom_Tess_PowerCap_Opaque.shader | 13 +++++++ ...on_Custom_Tess_PowerCap_TransCutout.shader | 13 +++++++ ...oon_Custom_Transparent_FrostedGlass.shader | 13 +++++++ ...UnToon_Custom_Transparent_Refracted.shader | 13 +++++++ Shaders/Unlit_WF_UnToon_Opaque.shader | 13 +++++++ Shaders/Unlit_WF_UnToon_Outline_Opaque.shader | 13 +++++++ ...Unlit_WF_UnToon_Outline_TransCutout.shader | 13 +++++++ ...Unlit_WF_UnToon_Outline_Transparent.shader | 14 ++++++++ ..._WF_UnToon_Outline_Transparent3Pass.shader | 15 ++++++++ ..._UnToon_Outline_Transparent_MaskOut.shader | 14 ++++++++ ...n_Outline_Transparent_MaskOut_Blend.shader | 16 +++++++++ .../Unlit_WF_UnToon_PowerCap_Opaque.shader | 13 +++++++ ...nlit_WF_UnToon_PowerCap_TransCutout.shader | 13 +++++++ ...nlit_WF_UnToon_PowerCap_Transparent.shader | 14 ++++++++ ...WF_UnToon_PowerCap_Transparent3Pass.shader | 15 ++++++++ Shaders/Unlit_WF_UnToon_Tess_Opaque.shader | 13 +++++++ .../Unlit_WF_UnToon_Tess_TransCutout.shader | 13 +++++++ .../Unlit_WF_UnToon_Tess_Transparent.shader | 14 ++++++++ ...lit_WF_UnToon_Tess_Transparent3Pass.shader | 15 ++++++++ Shaders/Unlit_WF_UnToon_TransCutout.shader | 13 +++++++ Shaders/Unlit_WF_UnToon_Transparent.shader | 14 ++++++++ .../Unlit_WF_UnToon_Transparent3Pass.shader | 15 ++++++++ .../Unlit_WF_UnToon_Transparent_Mask.shader | 14 ++++++++ ...Unlit_WF_UnToon_Transparent_MaskOut.shader | 14 ++++++++ ...WF_UnToon_Transparent_MaskOut_Blend.shader | 16 +++++++++ Shaders/WF_UnToon.cginc | 1 + Shaders/WF_UnToon_Function.cginc | 25 ++++++++++++- Shaders/WF_UnToon_Uniform.cginc | 36 ++++++++++++------- 45 files changed, 606 insertions(+), 14 deletions(-) diff --git a/Editor/WF_Dictionary.cs b/Editor/WF_Dictionary.cs index 0c77fd9f..b5043ce1 100644 --- a/Editor/WF_Dictionary.cs +++ b/Editor/WF_Dictionary.cs @@ -250,6 +250,7 @@ private static bool HasPropertyPrefix(Material mat, string prefix) new WFShaderFunction("PA", "PA", "Particle System"), // その他の機能 + new WFShaderFunction("TX2", "TX2", "Main Texture 2nd"), new WFShaderFunction("BKT", "BKT", "BackFace Texture"), new WFShaderFunction("CGR", "CGR", "Gradient Map"), new WFShaderFunction("CLC", "CLC", "Color Change"), @@ -307,6 +308,7 @@ private static bool HasPropertyPrefix(Material mat, string prefix) { "HE", HELP_URL_UNTOON + "#LightMatcap" }, { "HF", HELP_URL_UNTOON + "#LightMatcap" }, { "HG", HELP_URL_UNTOON + "#LightMatcap" }, + { "TX2", HELP_URL_UNTOON + "#MainTex2nd" }, { "BKT", HELP_URL_UNTOON + "#BackFaceTexture" }, { "CGR", HELP_URL_UNTOON + "#GradientMap" }, { "CLC", HELP_URL_UNTOON + "#ColorChange" }, @@ -437,6 +439,7 @@ private static Dictionary ToWFCustomKeywordSetti // HeaderTitle new WFI18NTranslation("3ch Color Mask", "3chカラーマスク"), new WFI18NTranslation("Ambient Occlusion", "AOマップとライトマップ"), + new WFI18NTranslation("Main Texture 2nd", "メインテクスチャ 2nd"), new WFI18NTranslation("BackFace Texture", "裏面テクスチャ"), new WFI18NTranslation("Base", "基本設定"), new WFI18NTranslation("ClearCoat", "クリアコート"), diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader index fb17e7e7..28cf60f5 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader @@ -26,6 +26,18 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { [ToggleUI] _UseVertexColor ("Use Vertex Color", Range(0, 1)) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -384,6 +396,7 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { #pragma shader_feature_local _TM_ENABLE #pragma shader_feature_local _TR_ENABLE #pragma shader_feature_local _TS_ENABLE + #pragma shader_feature_local _TX2_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma multi_compile _ _WF_EDITOR_HIDE_LMAP diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader index ef8091b8..f7c3a356 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader @@ -42,6 +42,18 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { _TL_InvMaskVal ("[TL] Invert Mask Value", Float) = 0 _TL_Z_Shift ("[TL] Z-shift (tweak)", Range(-0.1, 0.5)) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -448,6 +460,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { #pragma shader_feature_local _TM_ENABLE #pragma shader_feature_local _TR_ENABLE #pragma shader_feature_local _TS_ENABLE + #pragma shader_feature_local _TX2_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma multi_compile _ _WF_EDITOR_HIDE_LMAP diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader index 2868be41..96c3e1ac 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader @@ -53,6 +53,18 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { [ToggleUI] _AL_AlphaToMask ("[AL] Alpha-To-Coverage (use MSAA)", Float) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -465,6 +477,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { #pragma shader_feature_local _TM_ENABLE #pragma shader_feature_local _TR_ENABLE #pragma shader_feature_local _TS_ENABLE + #pragma shader_feature_local _TX2_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma multi_compile _ _WF_EDITOR_HIDE_LMAP diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader index d0820b95..c7369c25 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader @@ -37,6 +37,18 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { [ToggleUI] _AL_AlphaToMask ("[AL] Alpha-To-Coverage (use MSAA)", Float) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -398,6 +410,7 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { #pragma shader_feature_local _TM_ENABLE #pragma shader_feature_local _TR_ENABLE #pragma shader_feature_local _TS_ENABLE + #pragma shader_feature_local _TX2_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma multi_compile _ _WF_EDITOR_HIDE_LMAP diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader index d4a1dd6f..1328f7d7 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader @@ -39,6 +39,18 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { [Enum(OFF,0,ON,1)] _AL_ZWrite ("[AL] ZWrite", int) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -411,6 +423,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { #pragma shader_feature_local _TM_ENABLE #pragma shader_feature_local _TR_ENABLE #pragma shader_feature_local _TS_ENABLE + #pragma shader_feature_local _TX2_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma multi_compile _ _WF_EDITOR_HIDE_LMAP diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader index 9ebbd841..3c329458 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader @@ -42,6 +42,18 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { [Enum(OFF,0,ON,1)] _AL_ZWrite ("[AL] ZWrite", int) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -421,6 +433,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { #pragma shader_feature_local _TM_ENABLE #pragma shader_feature_local _TR_ENABLE #pragma shader_feature_local _TS_ENABLE + #pragma shader_feature_local _TX2_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma multi_compile _ _WF_EDITOR_HIDE_LMAP diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader index 70aa24e6..4b116a89 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader @@ -42,6 +42,18 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { [Enum(OFF,0,ON,1)] _AL_ZWrite ("[AL] ZWrite", int) = 1 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -420,6 +432,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { #pragma shader_feature_local _TM_ENABLE #pragma shader_feature_local _TR_ENABLE #pragma shader_feature_local _TS_ENABLE + #pragma shader_feature_local _TX2_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma multi_compile _ _WF_EDITOR_HIDE_LMAP diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader index 1545cf75..72d969f4 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader @@ -33,6 +33,18 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { [Enum(OFF,0,FRONT,1,BACK,2)] _CCT_CullMode ("[CCT] Cull Mode", int) = 2 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -422,6 +434,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { #pragma shader_feature_local_fragment _LME_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader index e85bb7d6..3dd3b67a 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader @@ -44,6 +44,18 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { [Enum(OFF,0,FRONT,1,BACK,2)] _CCT_CullMode ("[CCT] Cull Mode", int) = 2 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -437,6 +449,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { #pragma shader_feature_local_fragment _LME_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader index d9ba14cc..02f30710 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader @@ -46,6 +46,18 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { [Enum(OFF,0,FRONT,1,BACK,2)] _CCT_CullMode ("[CCT] Cull Mode", int) = 2 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -480,6 +492,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { #pragma shader_feature_local_fragment _LME_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader index 390dc2b9..f848f2b6 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader @@ -30,6 +30,18 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostOpaque" { _CGO_Enable ("[CGO] Enable", Float) = 1 _CGO_Power ("[CGO] Power", Range(0, 1)) = 1.0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -415,6 +427,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostOpaque" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #define _WF_PB_GRAB_TEXTURE _UnToonGhostBack diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader index 56b34a17..dd1610be 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader @@ -38,6 +38,18 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { _AL_Power ("[AL] Power", Range(0, 2)) = 1.0 _AL_PowerMin ("[AL] Power(Min)", Range(0, 2)) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -440,6 +452,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -496,6 +509,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader index 50707a14..a4ecc42b 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader @@ -31,6 +31,18 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { [Enum(BOTH,0,IN_MIRROR,1,OUT_MIRROR,2)] _MR_Visibility ("[MR] Visibility", int) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -423,6 +435,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader index bf24671f..f8d3f963 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader @@ -43,6 +43,18 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { _TL_InvMaskVal ("[TL] Invert Mask Value", Float) = 0 _TL_Z_Shift ("[TL] Z-shift (tweak)", Range(-0.1, 0.5)) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -460,6 +472,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader index 0bccfc93..ae83a2a9 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader @@ -42,6 +42,18 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_Opaque" { _TL_InvMaskVal ("[TL] Invert Mask Value", Float) = 0 _TL_Z_Shift ("[TL] Z-shift (tweak)", Range(-0.1, 0.5)) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -615,6 +627,7 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_Opaque" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader index 74d7fcdc..fbf696d2 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader @@ -53,6 +53,18 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_TransCutout" _TL_InvMaskVal ("[TL] Invert Mask Value", Float) = 0 _TL_Z_Shift ("[TL] Z-shift (tweak)", Range(-0.1, 0.5)) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -633,6 +645,7 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_TransCutout" #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader index 57769e67..2b75291e 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader @@ -51,6 +51,18 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { _TL_InvMaskVal ("[TL] Invert Mask Value", Float) = 0 _TL_Z_Shift ("[TL] Z-shift (tweak)", Range(-0.1, 0.5)) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -548,6 +560,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader index 9625ee5a..17bdc066 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader @@ -62,6 +62,18 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_TransCutout" { _TL_InvMaskVal ("[TL] Invert Mask Value", Float) = 0 _TL_Z_Shift ("[TL] Z-shift (tweak)", Range(-0.1, 0.5)) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -565,6 +577,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_TransCutout" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader b/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader index 7ba7b398..1279ddf2 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader @@ -47,6 +47,18 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_FrostedGlass" { [ToggleUI] _CGL_UseDepthTex ("[CGL] Correct Blur to exclude the foreground", Range(0, 1)) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -424,6 +436,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_FrostedGlass" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #define _WF_PB_GRAB_TEXTURE _UnToonFrostedGlass diff --git a/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader b/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader index 9885de85..d88913a2 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader @@ -46,6 +46,18 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_Refracted" { [ToggleUI] _CRF_UseDepthTex ("[CRF] Correct Refraction to exclude the foreground", Range(0, 1)) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -459,6 +471,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_Refracted" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #define _WF_PB_GRAB_TEXTURE _UnToonRefractionBack diff --git a/Shaders/Unlit_WF_UnToon_Opaque.shader b/Shaders/Unlit_WF_UnToon_Opaque.shader index fb4070c4..10a6fbc4 100644 --- a/Shaders/Unlit_WF_UnToon_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Opaque.shader @@ -26,6 +26,18 @@ Shader "UnlitWF/WF_UnToon_Opaque" { [ToggleUI] _UseVertexColor ("Use Vertex Color", Range(0, 1)) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -429,6 +441,7 @@ Shader "UnlitWF/WF_UnToon_Opaque" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader index 4217c065..cd3b0fdb 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader @@ -42,6 +42,18 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { _TL_InvMaskVal ("[TL] Invert Mask Value", Float) = 0 _TL_Z_Shift ("[TL] Z-shift (tweak)", Range(-0.1, 0.5)) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -493,6 +505,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader index 36eb0a79..35eb60be 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader @@ -53,6 +53,18 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _TL_InvMaskVal ("[TL] Invert Mask Value", Float) = 0 _TL_Z_Shift ("[TL] Z-shift (tweak)", Range(-0.1, 0.5)) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -512,6 +524,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader index dae45475..fd0b1912 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader @@ -55,6 +55,18 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { _TL_InvMaskVal ("[TL] Invert Mask Value", Float) = 0 _TL_Z_Shift ("[TL] Z-shift (tweak)", Range(-0.1, 0.5)) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -595,6 +607,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -653,6 +666,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader index 722dfe32..7d935d48 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader @@ -58,6 +58,18 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { _TL_InvMaskVal ("[TL] Invert Mask Value", Float) = 0 _TL_Z_Shift ("[TL] Z-shift (tweak)", Range(-0.1, 0.5)) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -597,6 +609,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -657,6 +670,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -716,6 +730,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader index 8e4b3cb4..a8da3827 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader @@ -58,6 +58,18 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { _TL_InvMaskVal ("[TL] Invert Mask Value", Float) = 0 _TL_Z_Shift ("[TL] Z-shift (tweak)", Range(-0.1, 0.5)) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -616,6 +628,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -680,6 +693,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader index c0f1bb01..7a471828 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader @@ -59,6 +59,18 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { _TL_InvMaskVal ("[TL] Invert Mask Value", Float) = 0 _TL_Z_Shift ("[TL] Z-shift (tweak)", Range(-0.1, 0.5)) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -611,6 +623,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -675,6 +688,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -739,6 +753,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -806,6 +821,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader index 5b0f2beb..a5028a41 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader @@ -26,6 +26,18 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { [ToggleUI] _UseVertexColor ("Use Vertex Color", Range(0, 1)) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -564,6 +576,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader index 989a6255..c60b7dc5 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader @@ -37,6 +37,18 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { [ToggleUI] _AL_AlphaToMask ("[AL] Alpha-To-Coverage (use MSAA)", Float) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -578,6 +590,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader index 8aa582b3..7435ae13 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader @@ -39,6 +39,18 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { [Enum(OFF,0,ON,1)] _AL_ZWriteBack ("[AL] ZWrite (Back)", int) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -638,6 +650,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -703,6 +716,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader index 435174d0..80c63c4a 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader @@ -40,6 +40,18 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { [Enum(OFF,0,ON,1)] _AL_ZWriteBack ("[AL] ZWrite (Back)", int) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -638,6 +650,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -705,6 +718,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -771,6 +785,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader index 98d419ff..5e404b32 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader @@ -51,6 +51,18 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { _TL_InvMaskVal ("[TL] Invert Mask Value", Float) = 0 _TL_Z_Shift ("[TL] Z-shift (tweak)", Range(-0.1, 0.5)) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -507,6 +519,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader index 4bc4182b..6b91300c 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader @@ -62,6 +62,18 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { _TL_InvMaskVal ("[TL] Invert Mask Value", Float) = 0 _TL_Z_Shift ("[TL] Z-shift (tweak)", Range(-0.1, 0.5)) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -524,6 +536,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader index 9c94850d..7bd6f118 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader @@ -50,6 +50,18 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { _TE_MinDist ("[TE] FadeOut Distance (Near)", Range(0, 4)) = 0.5 _TE_MaxDist ("[TE] FadeOut Distance (Far)", Range(0, 4)) = 2 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -484,6 +496,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -545,6 +558,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader index 596aaca6..61d66fa2 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader @@ -67,6 +67,18 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { _TL_InvMaskVal ("[TL] Invert Mask Value", Float) = 0 _TL_Z_Shift ("[TL] Z-shift (tweak)", Range(-0.1, 0.5)) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -574,6 +586,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -637,6 +650,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -699,6 +713,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { #pragma shader_feature_local_fragment _TFG_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TransCutout.shader index c134070b..1d79e5b3 100644 --- a/Shaders/Unlit_WF_UnToon_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TransCutout.shader @@ -37,6 +37,18 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { [ToggleUI] _AL_AlphaToMask ("[AL] Alpha-To-Coverage (use MSAA)", Float) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -444,6 +456,7 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Transparent.shader b/Shaders/Unlit_WF_UnToon_Transparent.shader index 4e33ac86..2c6c049e 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent.shader @@ -39,6 +39,18 @@ Shader "UnlitWF/WF_UnToon_Transparent" { [Enum(OFF,0,ON,1)] _AL_ZWriteBack ("[AL] ZWrite (Back)", int) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -492,6 +504,7 @@ Shader "UnlitWF/WF_UnToon_Transparent" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -549,6 +562,7 @@ Shader "UnlitWF/WF_UnToon_Transparent" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader index 9ae8182c..8bd68f86 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader @@ -40,6 +40,18 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { [Enum(OFF,0,ON,1)] _AL_ZWriteBack ("[AL] ZWrite (Back)", int) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -492,6 +504,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -551,6 +564,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -609,6 +623,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader index 1cea7ad4..410eadea 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader @@ -42,6 +42,18 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { [Enum(OFF,0,ON,1)] _AL_ZWriteBack ("[AL] ZWrite (Back)", int) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -502,6 +514,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -566,6 +579,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader index 227dfbea..b261279c 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader @@ -42,6 +42,18 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { [Enum(OFF,0,ON,1)] _AL_ZWriteBack ("[AL] ZWrite (Back)", int) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -501,6 +513,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -564,6 +577,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader index b05f7b3e..edc82adb 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader @@ -43,6 +43,18 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { [Enum(OFF,0,ON,1)] _AL_ZWriteBack ("[AL] ZWrite (Back)", int) = 0 + [WFHeaderToggle(Main Texture 2nd)] + _TX2_Enable ("[TX2] Enable", Float) = 0 + [Enum(UV1,0,UV2,1)] + _TX2_UVType ("[TX2] UV Type", Float) = 0 + _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + [HDR] + _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + [NoScaleOffset] + _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} + [ToggleUI] + _TX2_InvMaskVal ("[TX2] Invert Mask Value", Range(0, 1)) = 0 + [WFHeaderToggle(BackFace Texture)] _BKT_Enable ("[BKT] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -502,6 +514,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -565,6 +578,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -629,6 +643,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog @@ -695,6 +710,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { #pragma shader_feature_local_fragment _MT_ENABLE #pragma shader_feature_local_fragment _TM_ENABLE #pragma shader_feature_local_fragment _TR_ENABLE + #pragma shader_feature_local_fragment _TX2_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog diff --git a/Shaders/WF_UnToon.cginc b/Shaders/WF_UnToon.cginc index daac1ad7..e2a18052 100644 --- a/Shaders/WF_UnToon.cginc +++ b/Shaders/WF_UnToon.cginc @@ -214,6 +214,7 @@ d.matcapVector = calcMatcapVectorArray(d.ws_view_dir, d.ws_camera_dir, d.ws_normal, d.ws_bump_normal, d.ws_detail_normal); drawMainTex(d); // メインテクスチャ + drawMainTex2nd(d); // メインテクスチャ2nd drawBackTex(d); // 裏面テクスチャ drawVertexColor(d); // 頂点カラー drawAlphaMask(d); // アルファ diff --git a/Shaders/WF_UnToon_Function.cginc b/Shaders/WF_UnToon_Function.cginc index a099d5c2..8b4e867f 100644 --- a/Shaders/WF_UnToon_Function.cginc +++ b/Shaders/WF_UnToon_Function.cginc @@ -24,6 +24,10 @@ /* このセクションでは、どのテクスチャから何色を参照するかを定義する */ + #ifndef WF_TEX2D_MAIN_2ND_MASK + #define WF_TEX2D_MAIN_2ND_MASK(uv) SAMPLE_MASK_VALUE(_TX2_MaskTex, uv, _TX2_InvMaskVal).r + #endif + #ifndef WF_TEX2D_ALPHA_MAIN_ALPHA #define WF_TEX2D_ALPHA_MAIN_ALPHA(uv) saturate( TGL_OFF(_AL_InvMaskVal) ? alpha : 1 - alpha ) #endif @@ -156,7 +160,7 @@ FEATURE_TGL_ON_BEGIN(_BKT_Enable) if (!d.facing) { float2 uv_back = _BKT_UVType == 1 ? d.uv2 : d.uv1; uv_back = TRANSFORM_TEX(uv_back, _BKT_BackTex); - d.color = PICK_MAIN_TEX2D(_BKT_BackTex, uv_back) * _BKT_BackColor; + d.color = PICK_SUB_TEX2D(_BKT_BackTex, _MainTex, uv_back) * _BKT_BackColor; } FEATURE_TGL_END #endif @@ -168,6 +172,25 @@ FEATURE_TGL_END #endif } + //////////////////////////// + // Main Texture 2nd + //////////////////////////// + + #ifdef _TX2_ENABLE + void drawMainTex2nd(inout drawing d) { +FEATURE_TGL_ON_BEGIN(_TX2_Enable) + float2 uv_main2 = _TX2_UVType == 1 ? d.uv2 : d.uv1; + uv_main2 = TRANSFORM_TEX(uv_main2, _TX2_MainTex); + float4 tex = PICK_SUB_TEX2D(_TX2_MainTex, _MainTex, uv_main2); + float alpha = tex.a * _TX2_Color.a * WF_TEX2D_MAIN_2ND_MASK(d.uv_main); + d.color.rgb = lerp(d.color.rgb, tex.rgb * _TX2_Color.rgb, alpha); +FEATURE_TGL_END + } + + #else + #define drawMainTex2nd(d) + #endif + //////////////////////////// // Alpha Transparent //////////////////////////// diff --git a/Shaders/WF_UnToon_Uniform.cginc b/Shaders/WF_UnToon_Uniform.cginc index e434f137..48c39dae 100644 --- a/Shaders/WF_UnToon_Uniform.cginc +++ b/Shaders/WF_UnToon_Uniform.cginc @@ -25,35 +25,35 @@ // _MainTex ================================================ DECL_MAIN_TEX2D (_MainTex); -#ifndef _WF_MOBILE - DECL_MAIN_TEX2D (_BKT_BackTex); -#endif // _MainTex の Sampler で参照するサブテクスチャ ============ DECL_SUB_TEX2D (_AL_MaskTex); DECL_SUB_TEX2D (_EmissionMap); DECL_SUB_TEX2D (_MetallicGlossMap); - DECL_SUB_TEX2D (_SpecGlossMap); - DECL_SUB_TEX2D (_TS_MaskTex); - DECL_SUB_TEX2D (_TR_MaskTex); - DECL_SUB_TEX2D (_TM_MaskTex); DECL_SUB_TEX2D (_OVL_MaskTex); + DECL_SUB_TEX2D (_SpecGlossMap); DECL_SUB_TEX2D (_TL_CustomColorTex); + DECL_SUB_TEX2D (_TM_MaskTex); + DECL_SUB_TEX2D (_TR_MaskTex); + DECL_SUB_TEX2D (_TS_MaskTex); #ifndef _WF_AO_ONLY_LMAP DECL_SUB_TEX2D (_OcclusionMap); #endif #ifndef _WF_MOBILE + DECL_SUB_TEX2D (_BKT_BackTex); + DECL_SUB_TEX2D (_CGR_MaskTex); + DECL_SUB_TEX2D (_CLC_MaskTex); + DECL_SUB_TEX2D (_DFD_ColorTex); + DECL_SUB_TEX2D (_LME_MaskTex); + DECL_SUB_TEX2D (_LME_Texture); DECL_SUB_TEX2D (_NS_2ndMaskTex); - DECL_SUB_TEX2D (_TS_BaseTex); DECL_SUB_TEX2D (_TS_1stTex); DECL_SUB_TEX2D (_TS_2ndTex); DECL_SUB_TEX2D (_TS_3rdTex); - DECL_SUB_TEX2D (_LME_Texture); - DECL_SUB_TEX2D (_LME_MaskTex); - DECL_SUB_TEX2D (_DFD_ColorTex); - DECL_SUB_TEX2D (_CGR_MaskTex); - DECL_SUB_TEX2D (_CLC_MaskTex); + DECL_SUB_TEX2D (_TS_BaseTex); + DECL_SUB_TEX2D (_TX2_MainTex); + DECL_SUB_TEX2D (_TX2_MaskTex); #endif // 独自の Sampler で参照するサブテクスチャ ================= @@ -98,6 +98,16 @@ // ------------------------- +#ifndef _WF_MOBILE + FEATURE_TGL (_TX2_Enable); + float4 _TX2_MainTex_ST; + half4 _TX2_Color; + uint _TX2_UVType; + half _TX2_InvMaskVal; +#endif + + // ------------------------- + #ifndef _WF_MOBILE FEATURE_TGL (_BKT_Enable); float4 _BKT_BackTex_ST; From cb718254db1155218ba44712f12eaaf8a16b926d Mon Sep 17 00:00:00 2001 From: whiteflare Date: Wed, 3 Jul 2024 17:04:09 +0900 Subject: [PATCH 03/12] =?UTF-8?q?EmissiveScroll=20=E3=81=AE=E6=B3=A2?= =?UTF-8?q?=E5=BD=A2=E3=82=B0=E3=83=A9=E3=83=87=E3=83=BC=E3=82=B7=E3=83=A7?= =?UTF-8?q?=E3=83=B3=E3=83=86=E3=82=AF=E3=82=B9=E3=83=81=E3=83=A3=E3=82=92?= =?UTF-8?q?=E8=BF=BD=E5=8A=A0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_Dictionary.cs | 9 ++ Editor/WF_ShaderCustomEditor.cs | 109 ++++++++++++++---- .../Unlit_WF_URP_UnToon_Mobile_Opaque.shader | 2 +- ...WF_URP_UnToon_Mobile_Outline_Opaque.shader | 2 +- ...P_UnToon_Mobile_Outline_TransCutout.shader | 2 +- ...it_WF_URP_UnToon_Mobile_TransCutout.shader | 2 +- ...it_WF_URP_UnToon_Mobile_Transparent.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader | 5 +- .../Unlit_WF_URP_UnToon_Outline_Opaque.shader | 5 +- ...t_WF_URP_UnToon_Outline_TransCutout.shader | 5 +- .../Unlit_WF_URP_UnToon_TransCutout.shader | 5 +- .../Unlit_WF_URP_UnToon_Transparent.shader | 5 +- ...nlit_WF_URP_UnToon_Transparent_Mask.shader | 5 +- ...t_WF_URP_UnToon_Transparent_MaskOut.shader | 5 +- Shaders/Unlit_WF_Gem_Opaque.shader | 5 +- Shaders/Unlit_WF_Gem_Transparent.shader | 6 +- Shaders/Unlit_WF_Particle_Addition.shader | 7 +- Shaders/Unlit_WF_Particle_Multiply.shader | 7 +- Shaders/Unlit_WF_Particle_Opaque.shader | 7 +- Shaders/Unlit_WF_Particle_TransCutout.shader | 7 +- Shaders/Unlit_WF_Particle_Transparent.shader | 7 +- ...t_WF_UnToon_Custom_ClearCoat_Opaque.shader | 5 +- ...UnToon_Custom_ClearCoat_TransCutout.shader | 5 +- ...UnToon_Custom_ClearCoat_Transparent.shader | 5 +- .../Unlit_WF_UnToon_Custom_GhostOpaque.shader | 5 +- ...t_WF_UnToon_Custom_GhostTransparent.shader | 6 +- ...nlit_WF_UnToon_Custom_Mirror_Opaque.shader | 5 +- ..._UnToon_Custom_OffsetOutline_Opaque.shader | 5 +- ...Toon_Custom_PowerCap_Outline_Opaque.shader | 5 +- ...Custom_PowerCap_Outline_TransCutout.shader | 5 +- ..._UnToon_Custom_Tess_PowerCap_Opaque.shader | 5 +- ...on_Custom_Tess_PowerCap_TransCutout.shader | 5 +- ...oon_Custom_Transparent_FrostedGlass.shader | 5 +- ...UnToon_Custom_Transparent_Refracted.shader | 5 +- Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader | 2 +- ...lit_WF_UnToon_Mobile_Outline_Opaque.shader | 2 +- ...F_UnToon_Mobile_Outline_TransCutout.shader | 2 +- .../Unlit_WF_UnToon_Mobile_TransCutout.shader | 2 +- .../Unlit_WF_UnToon_Mobile_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_Opaque.shader | 5 +- Shaders/Unlit_WF_UnToon_Outline_Opaque.shader | 5 +- ...Unlit_WF_UnToon_Outline_TransCutout.shader | 5 +- ...Unlit_WF_UnToon_Outline_Transparent.shader | 6 +- ..._WF_UnToon_Outline_Transparent3Pass.shader | 7 +- ..._UnToon_Outline_Transparent_MaskOut.shader | 6 +- ...n_Outline_Transparent_MaskOut_Blend.shader | 8 +- .../Unlit_WF_UnToon_PowerCap_Opaque.shader | 5 +- ...nlit_WF_UnToon_PowerCap_TransCutout.shader | 5 +- ...nlit_WF_UnToon_PowerCap_Transparent.shader | 6 +- ...WF_UnToon_PowerCap_Transparent3Pass.shader | 7 +- Shaders/Unlit_WF_UnToon_Tess_Opaque.shader | 5 +- .../Unlit_WF_UnToon_Tess_TransCutout.shader | 5 +- .../Unlit_WF_UnToon_Tess_Transparent.shader | 6 +- ...lit_WF_UnToon_Tess_Transparent3Pass.shader | 7 +- Shaders/Unlit_WF_UnToon_TransCutout.shader | 5 +- Shaders/Unlit_WF_UnToon_Transparent.shader | 6 +- .../Unlit_WF_UnToon_Transparent3Pass.shader | 7 +- .../Unlit_WF_UnToon_Transparent_Mask.shader | 6 +- ...Unlit_WF_UnToon_Transparent_MaskOut.shader | 6 +- ...WF_UnToon_Transparent_MaskOut_Blend.shader | 8 +- .../Unlit_WF_UnToon_TriShade_Opaque.shader | 2 +- ...nlit_WF_UnToon_TriShade_TransCutout.shader | 2 +- ...nlit_WF_UnToon_TriShade_Transparent.shader | 2 +- ...WF_UnToon_TriShade_Transparent3Pass.shader | 2 +- ...WF_UnToon_TriShade_Transparent_Mask.shader | 2 +- ...UnToon_TriShade_Transparent_MaskOut.shader | 2 +- ..._TriShade_Transparent_MaskOut_Blend.shader | 2 +- Shaders/WF_UnToon_Function.cginc | 72 +++++++----- Shaders/WF_UnToon_Uniform.cginc | 1 + 69 files changed, 381 insertions(+), 117 deletions(-) diff --git a/Editor/WF_Dictionary.cs b/Editor/WF_Dictionary.cs index b5043ce1..d967c2d3 100644 --- a/Editor/WF_Dictionary.cs +++ b/Editor/WF_Dictionary.cs @@ -394,6 +394,10 @@ private static bool HasPropertyPrefix(Material mat, string prefix) new WFCustomKeywordSettingBool("_ES_ScrollEnable", "_ES_SCROLL_ENABLE") { enablePropName = "_ES_Enable", }, + new WFCustomKeywordSettingCustom("_ES_SC_GradTex", + mat => WFAccessor.HasShaderPropertyTexture(mat.shader,"_ES_SC_GradTex") && WFAccessor.GetInt(mat, "_ES_SC_Shape", 0) == 3 , "_ES_SCROLLGRAD_ENABLE") { + enablePropName = "_ES_Enable", + }, new WFCustomKeywordSettingBool("_ES_AuLinkEnable", "_ES_AULINK_ENABLE") { enablePropName = "_ES_Enable", }, @@ -637,6 +641,7 @@ private static Dictionary ToWFCustomKeywordSetti new WFI18NTranslation("ES", "Emission Texture", "Emission テクスチャ"), new WFI18NTranslation("ES", "Enable EmissiveScroll", "スクロールを使用する"), new WFI18NTranslation("ES", "Wave Type", "波形"), + new WFI18NTranslation("ES", "Wave Grad Tex", "波形グラデーションテクスチャ"), new WFI18NTranslation("ES", "Change Alpha Transparency", "透明度も反映する"), new WFI18NTranslation("ES", "Direction Type", "方向の種類"), new WFI18NTranslation("ES", "LevelOffset", "ゼロ点調整"), @@ -829,6 +834,10 @@ private static Dictionary ToWFCustomKeywordSetti new WFI18NTranslation("UnlitWF.SunSourceMode.CUSTOM_WORLD_DIR", "カスタム(ワールド方向)"), new WFI18NTranslation("UnlitWF.SunSourceMode.CUSTOM_LOCAL_DIR", "カスタム(ローカル方向)"), new WFI18NTranslation("UnlitWF.SunSourceMode.CUSTOM_WORLD_POS", "カスタム(ワールド座標)"), + new WFI18NTranslation("UnlitWF.EmissiveScrollMode.STANDARD", "標準"), + new WFI18NTranslation("UnlitWF.EmissiveScrollMode.SAWTOOTH", "のこぎり波"), + new WFI18NTranslation("UnlitWF.EmissiveScrollMode.SIN_WAVE", "正弦波"), + new WFI18NTranslation("UnlitWF.EmissiveScrollMode.CUSTOM", "カスタム"), // WFEditorSetting new WFI18NTranslation("WFEditorSetting", "This is the current setting used.", "これは現在有効な設定です。"), diff --git a/Editor/WF_ShaderCustomEditor.cs b/Editor/WF_ShaderCustomEditor.cs index ada77e2f..2a634f79 100644 --- a/Editor/WF_ShaderCustomEditor.cs +++ b/Editor/WF_ShaderCustomEditor.cs @@ -61,6 +61,9 @@ class ShaderCustomEditor : ShaderGUI new ConditionVisiblePropertyHook("_.+_BlendNormal(_.+)?", ctx => IsAnyIntValue(ctx, "_NM_Enable", p => p != 0)), new ConditionVisiblePropertyHook("_.+_BlendNormal2(_.+)?", ctx => IsAnyIntValue(ctx, "_NS_Enable", p => p != 0)), new ConditionVisiblePropertyHook("_ES_SC_.*", ctx => IsAnyIntValue(ctx, "_ES_ScrollEnable", p => p != 0)), + new ConditionVisiblePropertyHook("_ES_SC_LevelOffset", ctx => IsAnyIntValue(ctx, "_ES_SC_Shape", p => p != 3), isRegex:false), + new ConditionVisiblePropertyHook("_ES_SC_Sharpness", ctx => IsAnyIntValue(ctx, "_ES_SC_Shape", p => p != 3), isRegex:false), + new ConditionVisiblePropertyHook("_ES_SC_GradTex", ctx => IsAnyIntValue(ctx, "_ES_SC_Shape", p => p == 3), isRegex:false), new ConditionVisiblePropertyHook("_ES_SC_UVType", ctx => IsAnyIntValue(ctx, "_ES_SC_DirType", p => p == 2), isRegex:false), new ConditionVisiblePropertyHook("_ES_AU_.*", ctx => IsAnyIntValue(ctx, "_ES_AuLinkEnable", p => p != 0)), new ConditionVisiblePropertyHook("_GL_ShadowCutoff", ctx => IsAnyIntValue(ctx, "_GL_CastShadow", p => 1 <= p), isRegex:false), @@ -189,31 +192,12 @@ class ShaderCustomEditor : ShaderGUI }, isRegex:false), // _CGR_GradMapTexの後にグラデーションマップ作成ボタンを追加する - new CustomPropertyHook("_CGR_GradMapTex", null, (ctx, changed) => { - var rect = EditorGUILayout.GetControlRect(); - if (GUI.Button(rect, WFI18N.GetGUIContent("Create GradationMap Texture"))) { - GradientMakerWindow.Show(rect, WFCommonUtility.GetCurrentMaterials(ctx.editor)); - } -#if UNITY_2019_1_OR_NEWER - EditorGUILayout.Space(4); -#endif - }, isRegex:false), + new GradientGeneratePropertyHook("_CGR_GradMapTex", isRegex:false), + new GradientGeneratePropertyHook("_ES_SC_GradTex", isRegex:false), // _CGR_InvMaskValの後に、プレビューテクスチャが設定されているならば警告を出す - new HelpBoxPropertyHook("_CGR_InvMaskVal", ctx => { - var hasPreviewTex = WFCommonUtility.GetCurrentMaterials(ctx.editor).Any(mat => { - var tex = WFAccessor.GetTexture(mat, "_CGR_GradMapTex"); - return tex != null && string.IsNullOrWhiteSpace(AssetDatabase.GetAssetPath(tex)); - }); - if (hasPreviewTex) - { -#if UNITY_2019_1_OR_NEWER - EditorGUILayout.Space(4); -#endif - return WFI18N.Translate(WFMessageText.PsPreviewTexture); - } - return null; - }, MessageType.Warning, isRegex:false), + new GradientPreviewWarningPropertyHook("_CGR_InvMaskVal", "_CGR_GradMapTex", isRegex:false), + new GradientPreviewWarningPropertyHook("_ES_SC_Speed", "_ES_SC_GradTex", isRegex:false), // _NS_InvMaskVal の直後に FlipMirror を再表示 new DuplicateDisplayHook("_NS_InvMaskVal", "_FlipMirror", dn => dn.Replace("[NM]", "[NS]"), isRegex:false), @@ -1651,6 +1635,66 @@ protected override void OnAfterProp(PropertyGUIContext context, bool changed) } } + /// + /// グラデーションマップ作成ボタンを追加する + /// + class GradientGeneratePropertyHook : AbstractPropertyHook + { + private readonly string texPropName; + + public GradientGeneratePropertyHook(string name, bool isRegex = true) : base(name, isRegex) + { + this.texPropName = name; + } + + protected override void OnAfterProp(PropertyGUIContext context, bool changed) + { + if (context.hidden) + { + return; + } + var rect = EditorGUILayout.GetControlRect(); + if (GUI.Button(rect, WFI18N.GetGUIContent("Create GradationMap Texture"))) + { + GradientMakerWindow.Show(texPropName, rect, WFCommonUtility.GetCurrentMaterials(context.editor)); + } +#if UNITY_2019_1_OR_NEWER + EditorGUILayout.Space(4); +#endif + } + } + + /// + /// プロパティの後に説明文を表示する + /// + class GradientPreviewWarningPropertyHook : AbstractPropertyHook + { + private readonly string texPropName; + + public GradientPreviewWarningPropertyHook(string pattern, string texPropName, bool isRegex = true) : base(pattern, isRegex) + { + this.texPropName = texPropName; + } + + protected override void OnAfterProp(PropertyGUIContext context, bool changed) + { + var hasPreviewTex = WFCommonUtility.GetCurrentMaterials(context.editor).Any(mat => { + var tex = WFAccessor.GetTexture(mat, texPropName); + return tex != null && string.IsNullOrWhiteSpace(AssetDatabase.GetAssetPath(tex)); + }); + if (!hasPreviewTex) + { + return; + } + + var text = WFI18N.Translate(WFMessageText.PsPreviewTexture); +#if UNITY_2019_1_OR_NEWER + EditorGUILayout.Space(4); +#endif + EditorGUILayout.HelpBox(text, MessageType.Warning); + } + } + /// /// デリゲートでカスタマイズ可能な PropertyHook オブジェクト /// @@ -2284,7 +2328,7 @@ private GUIContent[] Translate(string[] names) public class GradientMakerWindow : PopupWindowContent { - public static void Show(Rect ownerRect, params Material[] targets) + public static void Show(string targetProperty, Rect ownerRect, params Material[] targets) { if (targets.Length == 0) { @@ -2292,6 +2336,7 @@ public static void Show(Rect ownerRect, params Material[] targets) } var contents = new GradientMakerWindow(); contents.targets = targets; + contents.targetProperty = targetProperty; contents.ownerRect = ownerRect; PopupWindow.Show(ownerRect, contents); } @@ -2299,6 +2344,7 @@ public static void Show(Rect ownerRect, params Material[] targets) private static Gradient grad = null; private Material[] targets; private Rect ownerRect; + private string targetProperty; public override Vector2 GetWindowSize() { @@ -2345,13 +2391,17 @@ private static Gradient CreateEmptyGradient() private void Execute(bool preview) { + if (string.IsNullOrWhiteSpace(targetProperty)) + { + return; + } var tex = GenerateTexture(preview); if (tex != null) { Undo.RecordObjects(targets, "Set Material GradientMap"); foreach (var mat in targets) { - WFAccessor.SetTexture(mat, "_CGR_GradMapTex", tex); + WFAccessor.SetTexture(mat, targetProperty, tex); } } } @@ -2401,6 +2451,7 @@ private Texture2D GenerateTexture(bool preview) importer.textureCompression = TEX_COMPRESS; importer.wrapMode = TextureWrapMode.Clamp; importer.filterMode = FilterMode.Bilinear; + importer.alphaIsTransparency = true; importer.mipmapEnabled = false; importer.streamingMipmaps = false; importer.SaveAndReimport(); @@ -2461,6 +2512,14 @@ public enum SunSourceMode CUSTOM_LOCAL_DIR = 4, CUSTOM_WORLD_POS = 5 } + + public enum EmissiveScrollMode + { + STANDARD = 0, + SAWTOOTH = 1, + SIN_WAVE = 2, + CUSTOM = 3 + } } #endif diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader index 7cb016a1..e8cbf724 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader @@ -170,7 +170,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader index ae6a48cd..633d7a2b 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader @@ -180,7 +180,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader index 74417057..9e214f28 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader @@ -180,7 +180,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader index 2e8c86dd..e945e83e 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader @@ -166,7 +166,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader index 2eef52f4..ed48174f 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader @@ -172,7 +172,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader index 28cf60f5..fdfd097c 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader @@ -309,10 +309,12 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -375,6 +377,7 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { #define _WF_PLATFORM_LWRP + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _ _MT_NORHMAP_ENABLE diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader index f7c3a356..1bfab178 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader @@ -325,10 +325,12 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -439,6 +441,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { #define _WF_PLATFORM_LWRP + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _ _MT_NORHMAP_ENABLE diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader index 96c3e1ac..ab984093 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader @@ -336,10 +336,12 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -456,6 +458,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { #define _WF_ALPHA_CUTFADE #define _WF_PLATFORM_LWRP + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _ _MT_NORHMAP_ENABLE diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader index c7369c25..b1af6380 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader @@ -320,10 +320,12 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -389,6 +391,7 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { #define _WF_ALPHA_CUTFADE #define _WF_PLATFORM_LWRP + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _ _MT_NORHMAP_ENABLE diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader index 1328f7d7..6cd7aa10 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader @@ -330,10 +330,12 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -402,6 +404,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { #define _WF_ALPHA_FRESNEL #define _WF_PLATFORM_LWRP + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _ _MT_NORHMAP_ENABLE diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader index 3c329458..8b2df762 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader @@ -333,10 +333,12 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -412,6 +414,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { #define _WF_ALPHA_BLEND #define _WF_PLATFORM_LWRP + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _ _MT_NORHMAP_ENABLE diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader index 4b116a89..3b2af6af 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader @@ -333,10 +333,12 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -411,6 +413,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { #define _WF_ALPHA_BLEND #define _WF_PLATFORM_LWRP + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _ _MT_NORHMAP_ENABLE diff --git a/Shaders/Unlit_WF_Gem_Opaque.shader b/Shaders/Unlit_WF_Gem_Opaque.shader index 417b74c0..f7389f0a 100644 --- a/Shaders/Unlit_WF_Gem_Opaque.shader +++ b/Shaders/Unlit_WF_Gem_Opaque.shader @@ -69,10 +69,12 @@ Shader "UnlitWF/WF_Gem_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -160,6 +162,7 @@ Shader "UnlitWF/WF_Gem_Opaque" { #define _WF_MOBILE #pragma shader_feature_local _ _ES_AULINK_ENABLE + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _DSV_ENABLE diff --git a/Shaders/Unlit_WF_Gem_Transparent.shader b/Shaders/Unlit_WF_Gem_Transparent.shader index 4676e5fb..09db4fbf 100644 --- a/Shaders/Unlit_WF_Gem_Transparent.shader +++ b/Shaders/Unlit_WF_Gem_Transparent.shader @@ -97,10 +97,12 @@ Shader "UnlitWF/WF_Gem_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -196,6 +198,7 @@ Shader "UnlitWF/WF_Gem_Transparent" { #define _WF_MOBILE #pragma shader_feature_local _ _ES_AULINK_ENABLE + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _DSV_ENABLE @@ -234,6 +237,7 @@ Shader "UnlitWF/WF_Gem_Transparent" { #define _WF_MOBILE #pragma shader_feature_local _ _ES_AULINK_ENABLE + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE #pragma shader_feature_local _DSV_ENABLE diff --git a/Shaders/Unlit_WF_Particle_Addition.shader b/Shaders/Unlit_WF_Particle_Addition.shader index d451881a..626c6461 100644 --- a/Shaders/Unlit_WF_Particle_Addition.shader +++ b/Shaders/Unlit_WF_Particle_Addition.shader @@ -43,10 +43,12 @@ Shader "UnlitWF/WF_Particle_Addition" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [HideInInspector] @@ -112,6 +114,7 @@ Shader "UnlitWF/WF_Particle_Addition" { #define _WF_PREMUL_ALPHA d.color.rgb *= d.color.a; if (MAX_RGB(d.color.rgb) <= 0) { discard; } #pragma shader_feature_local _ _ES_AULINK_ENABLE + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ES_ENABLE #pragma shader_feature_local _PF_ENABLE @@ -148,6 +151,7 @@ Shader "UnlitWF/WF_Particle_Addition" { #define _WF_PREMUL_ALPHA d.color.rgb *= d.color.a; if (MAX_RGB(d.color.rgb) <= 0) { discard; } #pragma shader_feature_local _ _ES_AULINK_ENABLE + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ES_ENABLE #pragma shader_feature_local _PF_ENABLE @@ -184,6 +188,7 @@ Shader "UnlitWF/WF_Particle_Addition" { #define _WF_PREMUL_ALPHA d.color.rgb *= d.color.a; if (MAX_RGB(d.color.rgb) <= 0) { discard; } #pragma shader_feature_local _ _ES_AULINK_ENABLE + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ES_ENABLE #pragma shader_feature_local _PF_ENABLE diff --git a/Shaders/Unlit_WF_Particle_Multiply.shader b/Shaders/Unlit_WF_Particle_Multiply.shader index 7a14b11d..d17cf2d3 100644 --- a/Shaders/Unlit_WF_Particle_Multiply.shader +++ b/Shaders/Unlit_WF_Particle_Multiply.shader @@ -43,10 +43,12 @@ Shader "UnlitWF/WF_Particle_Multiply" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [HideInInspector] @@ -112,6 +114,7 @@ Shader "UnlitWF/WF_Particle_Multiply" { #define _WF_PREMUL_ALPHA d.color.rgb = lerp(ONE_VEC3, d.color.rgb, d.color.a); if (1 <= MIN_RGB(d.color.rgb)) { discard; } #pragma shader_feature_local _ _ES_AULINK_ENABLE + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ES_ENABLE #pragma shader_feature_local _PF_ENABLE @@ -148,6 +151,7 @@ Shader "UnlitWF/WF_Particle_Multiply" { #define _WF_PREMUL_ALPHA d.color.rgb = lerp(ONE_VEC3, d.color.rgb, d.color.a); if (1 <= MIN_RGB(d.color.rgb)) { discard; } #pragma shader_feature_local _ _ES_AULINK_ENABLE + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ES_ENABLE #pragma shader_feature_local _PF_ENABLE @@ -184,6 +188,7 @@ Shader "UnlitWF/WF_Particle_Multiply" { #define _WF_PREMUL_ALPHA d.color.rgb = lerp(ONE_VEC3, d.color.rgb, d.color.a); if (1 <= MIN_RGB(d.color.rgb)) { discard; } #pragma shader_feature_local _ _ES_AULINK_ENABLE + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ES_ENABLE #pragma shader_feature_local _PF_ENABLE diff --git a/Shaders/Unlit_WF_Particle_Opaque.shader b/Shaders/Unlit_WF_Particle_Opaque.shader index ae86fa2d..1cf56046 100644 --- a/Shaders/Unlit_WF_Particle_Opaque.shader +++ b/Shaders/Unlit_WF_Particle_Opaque.shader @@ -43,10 +43,12 @@ Shader "UnlitWF/WF_Particle_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [HideInInspector] @@ -116,6 +118,7 @@ Shader "UnlitWF/WF_Particle_Opaque" { #define _WF_MOBILE #pragma shader_feature_local _ _ES_AULINK_ENABLE + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ES_ENABLE #pragma shader_feature_local _GL_ENABLE @@ -151,6 +154,7 @@ Shader "UnlitWF/WF_Particle_Opaque" { #define _WF_MOBILE #pragma shader_feature_local _ _ES_AULINK_ENABLE + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ES_ENABLE #pragma shader_feature_local _PF_ENABLE @@ -185,6 +189,7 @@ Shader "UnlitWF/WF_Particle_Opaque" { #define _WF_MOBILE #pragma shader_feature_local _ _ES_AULINK_ENABLE + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ES_ENABLE #pragma shader_feature_local _PF_ENABLE diff --git a/Shaders/Unlit_WF_Particle_TransCutout.shader b/Shaders/Unlit_WF_Particle_TransCutout.shader index 161d8e6a..5111a98e 100644 --- a/Shaders/Unlit_WF_Particle_TransCutout.shader +++ b/Shaders/Unlit_WF_Particle_TransCutout.shader @@ -54,10 +54,12 @@ Shader "UnlitWF/WF_Particle_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [HideInInspector] @@ -130,6 +132,7 @@ Shader "UnlitWF/WF_Particle_TransCutout" { #define _WF_MOBILE #pragma shader_feature_local _ _ES_AULINK_ENABLE + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ES_ENABLE #pragma shader_feature_local _GL_ENABLE @@ -166,6 +169,7 @@ Shader "UnlitWF/WF_Particle_TransCutout" { #define _WF_MOBILE #pragma shader_feature_local _ _ES_AULINK_ENABLE + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ES_ENABLE #pragma shader_feature_local _PF_ENABLE @@ -201,6 +205,7 @@ Shader "UnlitWF/WF_Particle_TransCutout" { #define _WF_MOBILE #pragma shader_feature_local _ _ES_AULINK_ENABLE + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ES_ENABLE #pragma shader_feature_local _PF_ENABLE diff --git a/Shaders/Unlit_WF_Particle_Transparent.shader b/Shaders/Unlit_WF_Particle_Transparent.shader index 51011b43..61ce7402 100644 --- a/Shaders/Unlit_WF_Particle_Transparent.shader +++ b/Shaders/Unlit_WF_Particle_Transparent.shader @@ -57,10 +57,12 @@ Shader "UnlitWF/WF_Particle_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -137,6 +139,7 @@ Shader "UnlitWF/WF_Particle_Transparent" { #define _WF_MOBILE #pragma shader_feature_local _ _ES_AULINK_ENABLE + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ES_ENABLE #pragma shader_feature_local _GL_ENABLE @@ -173,6 +176,7 @@ Shader "UnlitWF/WF_Particle_Transparent" { #define _WF_MOBILE #pragma shader_feature_local _ _ES_AULINK_ENABLE + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ES_ENABLE #pragma shader_feature_local _PF_ENABLE @@ -208,6 +212,7 @@ Shader "UnlitWF/WF_Particle_Transparent" { #define _WF_MOBILE #pragma shader_feature_local _ _ES_AULINK_ENABLE + #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ES_ENABLE #pragma shader_feature_local _PF_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader index 72d969f4..d89cbd34 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader @@ -328,10 +328,12 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -424,6 +426,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BKT_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader index 3dd3b67a..ab6a725e 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader @@ -339,10 +339,12 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -439,6 +441,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BKT_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader index 02f30710..6fb4f806 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader @@ -345,10 +345,12 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -482,6 +484,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BKT_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader index f848f2b6..f60342c8 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader @@ -313,10 +313,12 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostOpaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -412,6 +414,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostOpaque" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader index dd1610be..0e9d16f2 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader @@ -327,10 +327,12 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -438,6 +440,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -495,6 +498,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader index a4ecc42b..1f12d9b6 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader @@ -325,10 +325,12 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -421,6 +423,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader index f8d3f963..7afa077f 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader @@ -326,10 +326,12 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -458,6 +460,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader index ae83a2a9..068ed510 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader @@ -450,10 +450,12 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -604,6 +606,7 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_Opaque" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader index fbf696d2..d88fc0a6 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader @@ -461,10 +461,12 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_TransCutout" [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -622,6 +624,7 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_TransCutout" #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader index 2b75291e..5b4388b3 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader @@ -381,10 +381,12 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -541,6 +543,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BKT_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader index 17bdc066..543150e5 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader @@ -392,10 +392,12 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -558,6 +560,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_TransCutout" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _TS_STEP1_ENABLE _TS_STEP2_ENABLE _TS_STEP3_ENABLE #pragma shader_feature_local_fragment _BKT_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader b/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader index 1279ddf2..d394b14e 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader @@ -315,10 +315,12 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_FrostedGlass" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -423,6 +425,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_FrostedGlass" { #pragma shader_feature_local_fragment _ _CGL_BLURFAST_ENABLE _CGL_BLUROCT_ENABLE _CGL_BLURHEX_ENABLE _CGL_BLURSQ_ENABLE #pragma shader_feature_local_fragment _ _CGL_DEPTH_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader b/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader index d88913a2..95f32feb 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader @@ -348,10 +348,12 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_Refracted" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -455,6 +457,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_Refracted" { #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _CRF_DEPTH_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader index eef8035e..242e5ebd 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader @@ -170,7 +170,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader index cee39467..dbe10487 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader @@ -184,7 +184,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader index 8ad2c87c..27f537de 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader @@ -180,7 +180,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader index 46579347..bafb5bbd 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader @@ -166,7 +166,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader index 91dd6382..422ffe38 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader @@ -172,7 +172,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 diff --git a/Shaders/Unlit_WF_UnToon_Opaque.shader b/Shaders/Unlit_WF_UnToon_Opaque.shader index 10a6fbc4..a625f26e 100644 --- a/Shaders/Unlit_WF_UnToon_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Opaque.shader @@ -320,10 +320,12 @@ Shader "UnlitWF/WF_UnToon_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -425,6 +427,7 @@ Shader "UnlitWF/WF_UnToon_Opaque" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader index cd3b0fdb..2e270960 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader @@ -336,10 +336,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -488,6 +490,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader index 35eb60be..85c4028c 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader @@ -347,10 +347,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -507,6 +509,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader index fd0b1912..f2576802 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader @@ -357,10 +357,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -590,6 +592,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -649,6 +652,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader index 7d935d48..20b1257c 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader @@ -360,10 +360,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -592,6 +594,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -653,6 +656,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -713,6 +717,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader index a8da3827..b2b21bcc 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader @@ -360,10 +360,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -611,6 +613,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -676,6 +679,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader index 7a471828..490012f0 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader @@ -361,10 +361,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -606,6 +608,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -671,6 +674,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -736,6 +740,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -804,6 +809,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader index a5028a41..c4f164d9 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader @@ -434,10 +434,12 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -553,6 +555,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader index c60b7dc5..d9fb186a 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader @@ -445,10 +445,12 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -567,6 +569,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader index 7435ae13..9cae2efd 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader @@ -467,10 +467,12 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -627,6 +629,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -693,6 +696,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader index 80c63c4a..d2736b26 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader @@ -468,10 +468,12 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -627,6 +629,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -695,6 +698,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -762,6 +766,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader index 5e404b32..59a866c0 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader @@ -345,10 +345,12 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -502,6 +504,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader index 6b91300c..7fe74df0 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader @@ -356,10 +356,12 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -519,6 +521,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader index 7bd6f118..20250b6d 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader @@ -352,10 +352,12 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -481,6 +483,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -541,6 +544,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader index 61d66fa2..b40212ae 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader @@ -369,10 +369,12 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -569,6 +571,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -633,6 +636,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -696,6 +700,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TransCutout.shader index 1d79e5b3..9cd14283 100644 --- a/Shaders/Unlit_WF_UnToon_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TransCutout.shader @@ -331,10 +331,12 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] @@ -440,6 +442,7 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Transparent.shader b/Shaders/Unlit_WF_UnToon_Transparent.shader index 2c6c049e..580ff486 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent.shader @@ -341,10 +341,12 @@ Shader "UnlitWF/WF_UnToon_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -488,6 +490,7 @@ Shader "UnlitWF/WF_UnToon_Transparent" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -546,6 +549,7 @@ Shader "UnlitWF/WF_UnToon_Transparent" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader index 8bd68f86..f636c3a4 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader @@ -342,10 +342,12 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -488,6 +490,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -548,6 +551,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -607,6 +611,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader index 410eadea..41478bf1 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader @@ -344,10 +344,12 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -498,6 +500,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -563,6 +566,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader index b261279c..4f67b127 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader @@ -344,10 +344,12 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -497,6 +499,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -561,6 +564,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader index edc82adb..ab1492c6 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader @@ -345,10 +345,12 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] @@ -498,6 +500,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -562,6 +565,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -627,6 +631,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE @@ -694,6 +699,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE + #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE #pragma shader_feature_local_fragment _ _MT_NORHMAP_ENABLE #pragma shader_feature_local_fragment _ _MT_ONLY2ND_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader index 0aa5efe2..073b02b3 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader @@ -250,7 +250,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader index 79c5ed8d..3a78ee41 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader @@ -261,7 +261,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader index 6c630a5b..a6eaf414 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader @@ -269,7 +269,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader index ac14df78..e4e5096c 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader @@ -272,7 +272,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader index 2f78dab2..d01b4eb8 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader @@ -256,7 +256,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader index 6408b6c1..09b0e361 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader @@ -272,7 +272,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader index fe705a2f..d0e6ba43 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader @@ -273,7 +273,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2)] + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 diff --git a/Shaders/WF_UnToon_Function.cginc b/Shaders/WF_UnToon_Function.cginc index 8b4e867f..8cd71da1 100644 --- a/Shaders/WF_UnToon_Function.cginc +++ b/Shaders/WF_UnToon_Function.cginc @@ -52,6 +52,9 @@ #ifndef WF_TEX2D_EMISSION #define WF_TEX2D_EMISSION(uv) PICK_SUB_TEX2D(_EmissionMap, _MainTex, uv).rgba #endif + #ifndef WF_TEX2D_ES_SC_GRAD_MAP + #define WF_TEX2D_ES_SC_GRAD_MAP(uv) PICK_MAIN_TEX2D(_ES_SC_GradTex, uv) + #endif #ifndef WF_TEX2D_NORMAL #define WF_TEX2D_NORMAL(uv) UnpackScaleNormal( PICK_MAIN_TEX2D(_BumpMap, uv), _BumpScale ).xyz @@ -513,7 +516,28 @@ FEATURE_TGL_END #if defined(_ES_SCROLL_ENABLE) || defined(_WF_LEGACY_FEATURE_SWITCH) - float calcEmissiveWaving(inout drawing d) { + float calcEmissiveWavingShape(float time) { + // 周期 2PI、値域 [-1, +1] + if (_ES_SC_Shape == 1) { + float waving = (1 - 2 * frac(time)) * _ES_SC_Sharpness; + return saturate(waving + _ES_SC_LevelOffset); + } + else if (_ES_SC_Shape == 2) { + float waving = sin( time * UNITY_TWO_PI ) * _ES_SC_Sharpness; + return saturate(waving + _ES_SC_LevelOffset); + } + else { + float v = pow( 1 - frac(time), _ES_SC_Sharpness + 2 ); + float waving = 8 * v * (1 - v) - 1; + return saturate(waving + _ES_SC_LevelOffset); + } + } + + float4 calcEmissiveWavingCustom(float time) { + return WF_TEX2D_ES_SC_GRAD_MAP(float2(1 - frac(time), 0)).rgba; + } + + float4 calcEmissiveWaving(inout drawing d) { float3 uv = _ES_SC_DirType == 1 ? UnityWorldToObjectPos(d.ws_vertex) // ローカル座標 : _ES_SC_DirType == 2 ? ( // UV @@ -526,20 +550,15 @@ FEATURE_TGL_END float time = _Time.y * _ES_SC_Speed - dot(uv, _ES_SC_Direction.xyz); time *= UNITY_INV_TWO_PI; - // 周期 2PI、値域 [-1, +1] - float waving = 0; - if (_ES_SC_Shape == 0) { - float v = pow( 1 - frac(time), _ES_SC_Sharpness + 2 ); - waving = 8 * v * (1 - v) - 1; - } - else if (_ES_SC_Shape == 1) { - waving = (1 - 2 * frac(time)) * _ES_SC_Sharpness; - } - else { - waving = sin( time * UNITY_TWO_PI ) * _ES_SC_Sharpness; - } - - return saturate(waving + _ES_SC_LevelOffset); +#if !defined(_WF_LEGACY_FEATURE_SWITCH) + #if !defined(_ES_SCROLLGRAD_ENABLE) + return calcEmissiveWavingShape(time).xxxx; + #else + return calcEmissiveWavingCustom(time); + #endif +#else + return _ES_SC_Shape != 3 ? calcEmissiveWavingShape(time).xxxx : calcEmissiveWavingCustom(time); +#endif } half enableEmissiveScroll(inout drawing d) { @@ -547,7 +566,7 @@ FEATURE_TGL_END } #else - #define calcEmissiveWaving(d) (1) + #define calcEmissiveWaving(d) (ONE_VEC4) #define enableEmissiveScroll(d) (0) #endif @@ -587,49 +606,48 @@ FEATURE_TGL_ON_BEGIN(_ES_Enable) } half es_status = enableEmissiveScroll(d); - float waving; + float4 waving; if (0 < au_status) { - waving = calcEmissiveAudioLink(d); + waving = calcEmissiveAudioLink(d).xxxx; } else if(0 < es_status) { waving = calcEmissiveWaving(d); } else { - waving = 1; + waving = ONE_VEC4; } float4 es_mask = WF_TEX2D_EMISSION(d.uv_main); - float4 es_color = _EmissionColor * es_mask; - float es_power = MAX_RGB(es_mask.rgb); + float4 es_color = _EmissionColor * es_mask.rgba; // RGB側の合成 d.color.rgb = // 加算合成 - _ES_BlendType == 0 ? d.color.rgb + es_color.rgb * waving : + _ES_BlendType == 0 ? d.color.rgb + es_color.rgb * waving.rgb * waving.a: // 旧形式のブレンド - _ES_BlendType == 1 ? lerp(d.color.rgb, es_color.rgb, waving * es_power) : + _ES_BlendType == 1 ? lerp(d.color.rgb, es_color.rgb, waving.rgb * waving.a * MAX_RGB(es_mask.rgb)) : // ブレンド - lerp(d.color.rgb, es_color.rgb, waving); + lerp(d.color.rgb, es_color.rgb, waving.rgb * waving.a); // Alpha側の合成 #if defined(_WF_ALPHA_BLEND) if (0 < au_status) { #if defined(_ES_AULINK_ENABLE) || defined(_WF_LEGACY_FEATURE_SWITCH) if (0 < au_status && TGL_ON(_ES_AU_AlphaLink)) { - d.color.a = max(d.color.a, waving * es_power); + d.color.a = max(d.color.a, waving.a * MAX_RGB(es_mask.rgb)); } #endif } else if(0 < es_status) { #if defined(_ES_SCROLL_ENABLE) || defined(_WF_LEGACY_FEATURE_SWITCH) if (0 < es_status && TGL_ON(_ES_SC_AlphaScroll)) { - d.color.a = max(d.color.a, waving * es_power); + d.color.a = max(d.color.a, waving.a * MAX_RGB(es_mask.rgb)); } #endif } else { if (TGL_ON(_ES_ChangeAlpha)) { - d.color.a = max(d.color.a, es_color.a * es_power); + d.color.a = max(d.color.a, es_color.a * MAX_RGB(es_mask.rgb)); } } #endif diff --git a/Shaders/WF_UnToon_Uniform.cginc b/Shaders/WF_UnToon_Uniform.cginc index 48c39dae..b2cfc5d6 100644 --- a/Shaders/WF_UnToon_Uniform.cginc +++ b/Shaders/WF_UnToon_Uniform.cginc @@ -65,6 +65,7 @@ DECL_MAIN_TEXCUBE (_MT_Cubemap); DECL_MAIN_TEX2D (_OVL_OverlayTex); DECL_MAIN_TEX2D (_CGR_GradMapTex); + DECL_MAIN_TEX2D (_ES_SC_GradTex); // vert から tex2Dlod で参照するサブテクスチャ ============= From e557b377793cd103dce6d84e2935151eab5b9dfd Mon Sep 17 00:00:00 2001 From: whiteflare Date: Wed, 3 Jul 2024 17:36:10 +0900 Subject: [PATCH 04/12] =?UTF-8?q?=E3=83=97=E3=83=AD=E3=83=91=E3=83=86?= =?UTF-8?q?=E3=82=A3=E4=B8=A6=E3=81=B3=E9=A0=86=E3=82=92=E5=86=8D=E5=BA=A6?= =?UTF-8?q?=E8=AA=BF=E6=95=B4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader | 8 ++++---- ...nlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader | 8 ++++---- ...WF_URP_UnToon_Mobile_Outline_TransCutout.shader | 8 ++++---- .../Unlit_WF_URP_UnToon_Mobile_TransCutout.shader | 8 ++++---- .../Unlit_WF_URP_UnToon_Mobile_Transparent.shader | 12 ++++++------ Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader | 12 ++++++------ .../URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader | 12 ++++++------ .../Unlit_WF_URP_UnToon_Outline_TransCutout.shader | 12 ++++++------ Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader | 12 ++++++------ Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader | 12 ++++++------ .../Unlit_WF_URP_UnToon_Transparent_Mask.shader | 12 ++++++------ .../Unlit_WF_URP_UnToon_Transparent_MaskOut.shader | 12 ++++++------ Shaders/Unlit_WF_Gem_Opaque.shader | 12 ++++++------ Shaders/Unlit_WF_Gem_Transparent.shader | 12 ++++++------ Shaders/Unlit_WF_Particle_Addition.shader | 12 ++++++------ Shaders/Unlit_WF_Particle_Multiply.shader | 12 ++++++------ Shaders/Unlit_WF_Particle_Opaque.shader | 12 ++++++------ Shaders/Unlit_WF_Particle_TransCutout.shader | 12 ++++++------ Shaders/Unlit_WF_Particle_Transparent.shader | 14 +++++++------- .../Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader | 12 ++++++------ ...t_WF_UnToon_Custom_ClearCoat_TransCutout.shader | 12 ++++++------ ...t_WF_UnToon_Custom_ClearCoat_Transparent.shader | 12 ++++++------ Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader | 12 ++++++------ .../Unlit_WF_UnToon_Custom_GhostTransparent.shader | 12 ++++++------ .../Unlit_WF_UnToon_Custom_Mirror_Opaque.shader | 12 ++++++------ ...it_WF_UnToon_Custom_OffsetOutline_Opaque.shader | 12 ++++++------ ...WF_UnToon_Custom_PowerCap_Outline_Opaque.shader | 12 ++++++------ ...Toon_Custom_PowerCap_Outline_TransCutout.shader | 12 ++++++------ ...it_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader | 12 ++++++------ ..._UnToon_Custom_Tess_PowerCap_TransCutout.shader | 12 ++++++------ ...F_UnToon_Custom_Transparent_FrostedGlass.shader | 12 ++++++------ ...t_WF_UnToon_Custom_Transparent_Refracted.shader | 12 ++++++------ Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader | 8 ++++---- .../Unlit_WF_UnToon_Mobile_Outline_Opaque.shader | 8 ++++---- ...lit_WF_UnToon_Mobile_Outline_TransCutout.shader | 8 ++++---- Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader | 8 ++++---- Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader | 12 ++++++------ Shaders/Unlit_WF_UnToon_Opaque.shader | 12 ++++++------ Shaders/Unlit_WF_UnToon_Outline_Opaque.shader | 12 ++++++------ Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader | 12 ++++++------ Shaders/Unlit_WF_UnToon_Outline_Transparent.shader | 12 ++++++------ ...Unlit_WF_UnToon_Outline_Transparent3Pass.shader | 12 ++++++------ ...it_WF_UnToon_Outline_Transparent_MaskOut.shader | 12 ++++++------ ...UnToon_Outline_Transparent_MaskOut_Blend.shader | 12 ++++++------ Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader | 12 ++++++------ .../Unlit_WF_UnToon_PowerCap_TransCutout.shader | 12 ++++++------ .../Unlit_WF_UnToon_PowerCap_Transparent.shader | 12 ++++++------ ...nlit_WF_UnToon_PowerCap_Transparent3Pass.shader | 12 ++++++------ Shaders/Unlit_WF_UnToon_Tess_Opaque.shader | 12 ++++++------ Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader | 12 ++++++------ Shaders/Unlit_WF_UnToon_Tess_Transparent.shader | 12 ++++++------ .../Unlit_WF_UnToon_Tess_Transparent3Pass.shader | 12 ++++++------ Shaders/Unlit_WF_UnToon_TransCutout.shader | 12 ++++++------ Shaders/Unlit_WF_UnToon_Transparent.shader | 12 ++++++------ Shaders/Unlit_WF_UnToon_Transparent3Pass.shader | 12 ++++++------ Shaders/Unlit_WF_UnToon_Transparent_Mask.shader | 12 ++++++------ Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader | 12 ++++++------ ...nlit_WF_UnToon_Transparent_MaskOut_Blend.shader | 12 ++++++------ Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader | 8 ++++---- .../Unlit_WF_UnToon_TriShade_TransCutout.shader | 8 ++++---- .../Unlit_WF_UnToon_TriShade_Transparent.shader | 12 ++++++------ ...nlit_WF_UnToon_TriShade_Transparent3Pass.shader | 12 ++++++------ ...nlit_WF_UnToon_TriShade_Transparent_Mask.shader | 12 ++++++------ ...t_WF_UnToon_TriShade_Transparent_MaskOut.shader | 12 ++++++------ ...nToon_TriShade_Transparent_MaskOut_Blend.shader | 12 ++++++------ 65 files changed, 371 insertions(+), 371 deletions(-) diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader index e8cbf724..776660b5 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader @@ -170,16 +170,16 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader index 633d7a2b..2e3532e8 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader @@ -180,16 +180,16 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader index 9e214f28..dfd2631a 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader @@ -180,16 +180,16 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader index e945e83e..104c4617 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader @@ -166,16 +166,16 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader index ed48174f..f11dda39 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader @@ -172,18 +172,18 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [ToggleUI] - _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [ToggleUI] + _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader index fdfd097c..74af41ea 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader @@ -309,18 +309,18 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader index 1bfab178..95e34b0f 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader @@ -325,18 +325,18 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader index ab984093..9bdc3cfc 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader @@ -336,18 +336,18 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader index b1af6380..79c3a3ba 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader @@ -320,18 +320,18 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader index 6cd7aa10..9cb4c729 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader @@ -330,6 +330,12 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [Enum(UV1,0,UV2,1)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -338,12 +344,6 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [Enum(UV1,0,UV2,1)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader index 8b2df762..f150a3db 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader @@ -333,6 +333,12 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [Enum(UV1,0,UV2,1)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -341,12 +347,6 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [Enum(UV1,0,UV2,1)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader index 3b2af6af..cc5368eb 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader @@ -333,6 +333,12 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [Enum(UV1,0,UV2,1)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -341,12 +347,6 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [Enum(UV1,0,UV2,1)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeader(Lit)] diff --git a/Shaders/Unlit_WF_Gem_Opaque.shader b/Shaders/Unlit_WF_Gem_Opaque.shader index f7389f0a..fa5496c1 100644 --- a/Shaders/Unlit_WF_Gem_Opaque.shader +++ b/Shaders/Unlit_WF_Gem_Opaque.shader @@ -69,18 +69,18 @@ Shader "UnlitWF/WF_Gem_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_Gem_Transparent.shader b/Shaders/Unlit_WF_Gem_Transparent.shader index 09db4fbf..ae36b37c 100644 --- a/Shaders/Unlit_WF_Gem_Transparent.shader +++ b/Shaders/Unlit_WF_Gem_Transparent.shader @@ -97,6 +97,12 @@ Shader "UnlitWF/WF_Gem_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [Enum(UV1,0,UV2,1)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -105,12 +111,6 @@ Shader "UnlitWF/WF_Gem_Transparent" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [Enum(UV1,0,UV2,1)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_Particle_Addition.shader b/Shaders/Unlit_WF_Particle_Addition.shader index 626c6461..29846b2b 100644 --- a/Shaders/Unlit_WF_Particle_Addition.shader +++ b/Shaders/Unlit_WF_Particle_Addition.shader @@ -43,12 +43,6 @@ Shader "UnlitWF/WF_Particle_Addition" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [HideInInspector] @@ -56,6 +50,12 @@ Shader "UnlitWF/WF_Particle_Addition" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_Particle_Multiply.shader b/Shaders/Unlit_WF_Particle_Multiply.shader index d17cf2d3..c19fa7ad 100644 --- a/Shaders/Unlit_WF_Particle_Multiply.shader +++ b/Shaders/Unlit_WF_Particle_Multiply.shader @@ -43,12 +43,6 @@ Shader "UnlitWF/WF_Particle_Multiply" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [HideInInspector] @@ -56,6 +50,12 @@ Shader "UnlitWF/WF_Particle_Multiply" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_Particle_Opaque.shader b/Shaders/Unlit_WF_Particle_Opaque.shader index 1cf56046..fb262f13 100644 --- a/Shaders/Unlit_WF_Particle_Opaque.shader +++ b/Shaders/Unlit_WF_Particle_Opaque.shader @@ -43,12 +43,6 @@ Shader "UnlitWF/WF_Particle_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [HideInInspector] @@ -56,6 +50,12 @@ Shader "UnlitWF/WF_Particle_Opaque" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_Particle_TransCutout.shader b/Shaders/Unlit_WF_Particle_TransCutout.shader index 5111a98e..b1a04306 100644 --- a/Shaders/Unlit_WF_Particle_TransCutout.shader +++ b/Shaders/Unlit_WF_Particle_TransCutout.shader @@ -54,12 +54,6 @@ Shader "UnlitWF/WF_Particle_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [HideInInspector] @@ -67,6 +61,12 @@ Shader "UnlitWF/WF_Particle_TransCutout" { _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_Particle_Transparent.shader b/Shaders/Unlit_WF_Particle_Transparent.shader index 61ce7402..7bc9fafd 100644 --- a/Shaders/Unlit_WF_Particle_Transparent.shader +++ b/Shaders/Unlit_WF_Particle_Transparent.shader @@ -57,6 +57,13 @@ Shader "UnlitWF/WF_Particle_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [HideInInspector] + [WF_FixFloat(0.0)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -65,13 +72,6 @@ Shader "UnlitWF/WF_Particle_Transparent" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [HideInInspector] - [WF_FixFloat(0.0)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader index d89cbd34..0bf76956 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader @@ -328,18 +328,18 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader index ab6a725e..efd55cd2 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader @@ -339,18 +339,18 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader index 6fb4f806..baeae815 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader @@ -345,6 +345,12 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [Enum(UV1,0,UV2,1)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -353,12 +359,6 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [Enum(UV1,0,UV2,1)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader index f60342c8..eee93340 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader @@ -313,18 +313,18 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostOpaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader index 0e9d16f2..003fa152 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader @@ -327,6 +327,12 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [Enum(UV1,0,UV2,1)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -335,12 +341,6 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [Enum(UV1,0,UV2,1)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader index 1f12d9b6..c4685e82 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader @@ -325,18 +325,18 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader index 7afa077f..69bbfa74 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader @@ -326,18 +326,18 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader index 068ed510..4bf253b0 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader @@ -450,18 +450,18 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader index d88fc0a6..bdb52930 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader @@ -461,18 +461,18 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_TransCutout" [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader index 5b4388b3..4e068b79 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader @@ -381,18 +381,18 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader index 543150e5..5333a2ff 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader @@ -392,18 +392,18 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader b/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader index d394b14e..b29763d0 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader @@ -315,6 +315,12 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_FrostedGlass" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [Enum(UV1,0,UV2,1)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -323,12 +329,6 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_FrostedGlass" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [Enum(UV1,0,UV2,1)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader b/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader index 95f32feb..cd5b9b15 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader @@ -348,6 +348,12 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_Refracted" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [Enum(UV1,0,UV2,1)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -356,12 +362,6 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_Refracted" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [Enum(UV1,0,UV2,1)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader index 242e5ebd..96f01c7c 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader @@ -170,16 +170,16 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader index dbe10487..150d9aac 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader @@ -184,16 +184,16 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader index 27f537de..20efd7a5 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader @@ -180,16 +180,16 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader index bafb5bbd..0038b1bd 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader @@ -166,16 +166,16 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader index 422ffe38..1ddbc48b 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader @@ -172,18 +172,18 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [ToggleUI] - _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [ToggleUI] + _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Opaque.shader b/Shaders/Unlit_WF_UnToon_Opaque.shader index a625f26e..6e8d051a 100644 --- a/Shaders/Unlit_WF_UnToon_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Opaque.shader @@ -320,18 +320,18 @@ Shader "UnlitWF/WF_UnToon_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader index 2e270960..f65b2d64 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader @@ -336,18 +336,18 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader index 85c4028c..6a653be9 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader @@ -347,18 +347,18 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader index f2576802..87f70d25 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader @@ -357,6 +357,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [Enum(UV1,0,UV2,1)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -365,12 +371,6 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [Enum(UV1,0,UV2,1)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader index 20b1257c..e79d33cd 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader @@ -360,6 +360,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [Enum(UV1,0,UV2,1)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -368,12 +374,6 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [Enum(UV1,0,UV2,1)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader index b2b21bcc..7068be78 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader @@ -360,6 +360,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [Enum(UV1,0,UV2,1)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -368,12 +374,6 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [Enum(UV1,0,UV2,1)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader index 490012f0..7e4adfe5 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader @@ -361,6 +361,12 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [Enum(UV1,0,UV2,1)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -369,12 +375,6 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [Enum(UV1,0,UV2,1)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader index c4f164d9..98cebb36 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader @@ -434,18 +434,18 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader index d9fb186a..b43a56b8 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader @@ -445,18 +445,18 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader index 9cae2efd..68663128 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader @@ -467,6 +467,12 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [Enum(UV1,0,UV2,1)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -475,12 +481,6 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [Enum(UV1,0,UV2,1)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader index d2736b26..24c8cb9c 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader @@ -468,6 +468,12 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [Enum(UV1,0,UV2,1)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -476,12 +482,6 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [Enum(UV1,0,UV2,1)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader index 59a866c0..7902d114 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader @@ -345,18 +345,18 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader index 7fe74df0..56b92b33 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader @@ -356,18 +356,18 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader index 20250b6d..dfedbd71 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader @@ -352,6 +352,12 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [Enum(UV1,0,UV2,1)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -360,12 +366,6 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [Enum(UV1,0,UV2,1)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader index b40212ae..1e6a5e6e 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader @@ -369,6 +369,12 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [Enum(UV1,0,UV2,1)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -377,12 +383,6 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [Enum(UV1,0,UV2,1)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TransCutout.shader index 9cd14283..ea31a4b8 100644 --- a/Shaders/Unlit_WF_UnToon_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TransCutout.shader @@ -331,18 +331,18 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [NoScaleOffset] - _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [NoScaleOffset] + _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent.shader b/Shaders/Unlit_WF_UnToon_Transparent.shader index 580ff486..b8ce6fba 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent.shader @@ -341,6 +341,12 @@ Shader "UnlitWF/WF_UnToon_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [Enum(UV1,0,UV2,1)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -349,12 +355,6 @@ Shader "UnlitWF/WF_UnToon_Transparent" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [Enum(UV1,0,UV2,1)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader index f636c3a4..a2a747e3 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader @@ -342,6 +342,12 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [Enum(UV1,0,UV2,1)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -350,12 +356,6 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [Enum(UV1,0,UV2,1)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader index 41478bf1..bb7d1b7b 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader @@ -344,6 +344,12 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [Enum(UV1,0,UV2,1)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -352,12 +358,6 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [Enum(UV1,0,UV2,1)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader index 4f67b127..257bfd6b 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader @@ -344,6 +344,12 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [Enum(UV1,0,UV2,1)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -352,12 +358,6 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [Enum(UV1,0,UV2,1)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader index ab1492c6..e872683b 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader @@ -345,6 +345,12 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 + [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] + _ES_SC_DirType ("[ES] Direction Type", Float) = 0 + [Enum(UV1,0,UV2,1)] + _ES_SC_UVType ("[ES] UV Type", Float) = 0 + [WF_Vector3] + _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE,CUSTOM)] _ES_SC_Shape ("[ES] Wave Type", Float) = 0 _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 @@ -353,12 +359,6 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { _ES_SC_GradTex ("[ES] Wave Grad Tex", 2D) = "white" {} [ToggleUI] _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 - [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] - _ES_SC_DirType ("[ES] Direction Type", Float) = 0 - [Enum(UV1,0,UV2,1)] - _ES_SC_UVType ("[ES] UV Type", Float) = 0 - [WF_Vector3] - _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [Header(Emissive AudioLink)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader index 073b02b3..373628d4 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader @@ -250,16 +250,16 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Opaque" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeaderToggle(Fog)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader index 3a78ee41..292b2c34 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader @@ -261,16 +261,16 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeaderToggle(Fog)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader index a6eaf414..ff2211a4 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader @@ -269,18 +269,18 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [ToggleUI] - _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [ToggleUI] + _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeaderToggle(Fog)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader index e4e5096c..9633fbfc 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader @@ -272,18 +272,18 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [ToggleUI] - _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [ToggleUI] + _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeaderToggle(Fog)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader index d01b4eb8..ceddd78b 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader @@ -256,18 +256,18 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [ToggleUI] - _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [ToggleUI] + _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeaderToggle(Fog)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader index 09b0e361..178443e3 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader @@ -272,18 +272,18 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [ToggleUI] - _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [ToggleUI] + _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeaderToggle(Fog)] diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader index d0e6ba43..21d07401 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader @@ -273,18 +273,18 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { [Header(Emissive Scroll)] [ToggleUI] _ES_ScrollEnable ("[ES] Enable EmissiveScroll", Float) = 0 - [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] - _ES_SC_Shape ("[ES] Wave Type", Float) = 0 - _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 - _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 - [ToggleUI] - _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 [Enum(WORLD_SPACE,0,LOCAL_SPACE,1,UV,2)] _ES_SC_DirType ("[ES] Direction Type", Float) = 0 [Enum(UV1,0,UV2,1)] _ES_SC_UVType ("[ES] UV Type", Float) = 0 [WF_Vector3] _ES_SC_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0) + [WF_Enum(UnlitWF.EmissiveScrollMode,STANDARD,SAWTOOTH,SIN_WAVE)] + _ES_SC_Shape ("[ES] Wave Type", Float) = 0 + _ES_SC_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0 + _ES_SC_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1 + [ToggleUI] + _ES_SC_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0 _ES_SC_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2 [WFHeaderToggle(Fog)] From 9600ad5879c6693e4c2ab7848e6536f856817495 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Wed, 3 Jul 2024 20:59:02 +0900 Subject: [PATCH 05/12] =?UTF-8?q?=5FES=5FScrollEnable=20=E3=81=AE=E3=81=A8?= =?UTF-8?q?=E3=81=8D=E3=81=A0=E3=81=91=20=5FES=5FSCROLLGRAD=5FENABLE=20?= =?UTF-8?q?=E3=82=92=E4=BB=98=E3=81=91=E3=82=8B=E3=82=88=E3=81=86=E3=81=AB?= =?UTF-8?q?=E4=BF=AE=E6=AD=A3?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_Dictionary.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Editor/WF_Dictionary.cs b/Editor/WF_Dictionary.cs index d967c2d3..cd9e7ce4 100644 --- a/Editor/WF_Dictionary.cs +++ b/Editor/WF_Dictionary.cs @@ -395,7 +395,7 @@ private static bool HasPropertyPrefix(Material mat, string prefix) enablePropName = "_ES_Enable", }, new WFCustomKeywordSettingCustom("_ES_SC_GradTex", - mat => WFAccessor.HasShaderPropertyTexture(mat.shader,"_ES_SC_GradTex") && WFAccessor.GetInt(mat, "_ES_SC_Shape", 0) == 3 , "_ES_SCROLLGRAD_ENABLE") { + mat => WFAccessor.HasShaderPropertyTexture(mat.shader,"_ES_SC_GradTex") && WFAccessor.GetBool(mat, "_ES_ScrollEnable", false) && WFAccessor.GetInt(mat, "_ES_SC_Shape", 0) == 3 , "_ES_SCROLLGRAD_ENABLE") { enablePropName = "_ES_Enable", }, new WFCustomKeywordSettingBool("_ES_AuLinkEnable", "_ES_AULINK_ENABLE") { From 37b53f9b66e96bcf3ee1662da63a0b10094871f7 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Thu, 4 Jul 2024 21:35:13 +0900 Subject: [PATCH 06/12] =?UTF-8?q?AudioLink=20=E3=81=A7=20Delay=20=E3=82=92?= =?UTF-8?q?=E4=BD=BF=E3=81=88=E3=82=8B=E3=82=88=E3=81=86=E3=81=AB=E3=81=99?= =?UTF-8?q?=E3=82=8B?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_Dictionary.cs | 8 ++++ Editor/WF_ShaderCustomEditor.cs | 3 ++ Shaders/Unlit_WF_Gem_Opaque.shader | 8 ++++ Shaders/Unlit_WF_Gem_Transparent.shader | 9 +++++ Shaders/Unlit_WF_Particle_Addition.shader | 10 +++++ Shaders/Unlit_WF_Particle_Multiply.shader | 10 +++++ Shaders/Unlit_WF_Particle_Opaque.shader | 10 +++++ Shaders/Unlit_WF_Particle_TransCutout.shader | 10 +++++ Shaders/Unlit_WF_Particle_Transparent.shader | 10 +++++ ...t_WF_UnToon_Custom_ClearCoat_Opaque.shader | 8 ++++ ...UnToon_Custom_ClearCoat_TransCutout.shader | 8 ++++ ...UnToon_Custom_ClearCoat_Transparent.shader | 8 ++++ .../Unlit_WF_UnToon_Custom_GhostOpaque.shader | 8 ++++ ...t_WF_UnToon_Custom_GhostTransparent.shader | 9 +++++ ...nlit_WF_UnToon_Custom_Mirror_Opaque.shader | 8 ++++ ..._UnToon_Custom_OffsetOutline_Opaque.shader | 8 ++++ ...Toon_Custom_PowerCap_Outline_Opaque.shader | 8 ++++ ...Custom_PowerCap_Outline_TransCutout.shader | 8 ++++ ..._UnToon_Custom_Tess_PowerCap_Opaque.shader | 8 ++++ ...on_Custom_Tess_PowerCap_TransCutout.shader | 8 ++++ ...oon_Custom_Transparent_FrostedGlass.shader | 8 ++++ ...UnToon_Custom_Transparent_Refracted.shader | 8 ++++ Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader | 8 ++++ ...lit_WF_UnToon_Mobile_Outline_Opaque.shader | 8 ++++ ...F_UnToon_Mobile_Outline_TransCutout.shader | 8 ++++ .../Unlit_WF_UnToon_Mobile_TransCutout.shader | 8 ++++ .../Unlit_WF_UnToon_Mobile_Transparent.shader | 8 ++++ Shaders/Unlit_WF_UnToon_Opaque.shader | 8 ++++ Shaders/Unlit_WF_UnToon_Outline_Opaque.shader | 8 ++++ ...Unlit_WF_UnToon_Outline_TransCutout.shader | 8 ++++ ...Unlit_WF_UnToon_Outline_Transparent.shader | 9 +++++ ..._WF_UnToon_Outline_Transparent3Pass.shader | 10 +++++ ..._UnToon_Outline_Transparent_MaskOut.shader | 9 +++++ ...n_Outline_Transparent_MaskOut_Blend.shader | 11 ++++++ .../Unlit_WF_UnToon_PowerCap_Opaque.shader | 8 ++++ ...nlit_WF_UnToon_PowerCap_TransCutout.shader | 8 ++++ ...nlit_WF_UnToon_PowerCap_Transparent.shader | 9 +++++ ...WF_UnToon_PowerCap_Transparent3Pass.shader | 10 +++++ Shaders/Unlit_WF_UnToon_Tess_Opaque.shader | 8 ++++ .../Unlit_WF_UnToon_Tess_TransCutout.shader | 8 ++++ .../Unlit_WF_UnToon_Tess_Transparent.shader | 9 +++++ ...lit_WF_UnToon_Tess_Transparent3Pass.shader | 10 +++++ Shaders/Unlit_WF_UnToon_TransCutout.shader | 8 ++++ Shaders/Unlit_WF_UnToon_Transparent.shader | 9 +++++ .../Unlit_WF_UnToon_Transparent3Pass.shader | 10 +++++ .../Unlit_WF_UnToon_Transparent_Mask.shader | 9 +++++ ...Unlit_WF_UnToon_Transparent_MaskOut.shader | 9 +++++ ...WF_UnToon_Transparent_MaskOut_Blend.shader | 11 ++++++ Shaders/WF_UnToon_Function.cginc | 38 ++++++++++++++++++- 49 files changed, 448 insertions(+), 2 deletions(-) diff --git a/Editor/WF_Dictionary.cs b/Editor/WF_Dictionary.cs index cd9e7ce4..79178486 100644 --- a/Editor/WF_Dictionary.cs +++ b/Editor/WF_Dictionary.cs @@ -401,6 +401,10 @@ private static bool HasPropertyPrefix(Material mat, string prefix) new WFCustomKeywordSettingBool("_ES_AuLinkEnable", "_ES_AULINK_ENABLE") { enablePropName = "_ES_Enable", }, + new WFCustomKeywordSettingCustom("_ES_AU_DelayTex", + mat => WFAccessor.HasShaderPropertyTexture(mat.shader,"_ES_AU_DelayTex") && WFAccessor.GetBool(mat, "_ES_AuLinkEnable", false) && WFAccessor.GetInt(mat, "_ES_AU_DelayDir", 0) == 5 , "_ES_AULINKDTEX_ENABLE") { + enablePropName = "_ES_Enable", + }, new WFCustomKeywordSettingEnum("_TS_FixContrast", "_", "_TS_FIXC_ENABLE") { enablePropName = "_TS_Enable", }, @@ -657,6 +661,10 @@ private static Dictionary ToWFCustomKeywordSetti new WFI18NTranslation("ES", "Threshold (Min)", "しきい値 (Min)"), new WFI18NTranslation("ES", "Threshold (Max)", "しきい値 (Max)"), new WFI18NTranslation("ES", "Dont Emit when AudioLink is disabled", "AudioLink無効時は光らせない"), + new WFI18NTranslation("ES", "Delay Direction", "ディレイ方向"), + new WFI18NTranslation("ES", "Delay Control Texture", "ディレイ制御テクスチャ"), + new WFI18NTranslation("ES", "Delay Reverse", "ディレイ反転"), + new WFI18NTranslation("ES", "Delay Length", "ディレイ長"), // Outline new WFI18NTranslation("TL", "Line Color", "線の色"), new WFI18NTranslation("TL", "Line Width", "線の太さ"), diff --git a/Editor/WF_ShaderCustomEditor.cs b/Editor/WF_ShaderCustomEditor.cs index 2a634f79..85d80cd2 100644 --- a/Editor/WF_ShaderCustomEditor.cs +++ b/Editor/WF_ShaderCustomEditor.cs @@ -66,6 +66,9 @@ class ShaderCustomEditor : ShaderGUI new ConditionVisiblePropertyHook("_ES_SC_GradTex", ctx => IsAnyIntValue(ctx, "_ES_SC_Shape", p => p == 3), isRegex:false), new ConditionVisiblePropertyHook("_ES_SC_UVType", ctx => IsAnyIntValue(ctx, "_ES_SC_DirType", p => p == 2), isRegex:false), new ConditionVisiblePropertyHook("_ES_AU_.*", ctx => IsAnyIntValue(ctx, "_ES_AuLinkEnable", p => p != 0)), + new ConditionVisiblePropertyHook("_ES_AU_DelayTex", ctx => IsAnyIntValue(ctx, "_ES_AU_DelayDir", p => p == 5), isRegex:false), + new ConditionVisiblePropertyHook("_ES_AU_DelayReverse", ctx => IsAnyIntValue(ctx, "_ES_AU_DelayDir", p => p != 0), isRegex:false), + new ConditionVisiblePropertyHook("_ES_AU_DelayHistory", ctx => IsAnyIntValue(ctx, "_ES_AU_DelayDir", p => p != 0), isRegex:false), new ConditionVisiblePropertyHook("_GL_ShadowCutoff", ctx => IsAnyIntValue(ctx, "_GL_CastShadow", p => 1 <= p), isRegex:false), new ConditionVisiblePropertyHook("_GL_CustomAzimuth|_GL_CustomAltitude", ctx => IsAnyIntValue(ctx, "_GL_LightMode", p => p != 5)), new ConditionVisiblePropertyHook("_GL_CustomLitPos", ctx => IsAnyIntValue(ctx, "_GL_LightMode", p => p == 5), isRegex:false), diff --git a/Shaders/Unlit_WF_Gem_Opaque.shader b/Shaders/Unlit_WF_Gem_Opaque.shader index fa5496c1..77ecd55b 100644 --- a/Shaders/Unlit_WF_Gem_Opaque.shader +++ b/Shaders/Unlit_WF_Gem_Opaque.shader @@ -95,6 +95,13 @@ Shader "UnlitWF/WF_Gem_Opaque" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -161,6 +168,7 @@ Shader "UnlitWF/WF_Gem_Opaque" { #define _WF_MOBILE + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_Gem_Transparent.shader b/Shaders/Unlit_WF_Gem_Transparent.shader index ae36b37c..81d5bc1f 100644 --- a/Shaders/Unlit_WF_Gem_Transparent.shader +++ b/Shaders/Unlit_WF_Gem_Transparent.shader @@ -127,6 +127,13 @@ Shader "UnlitWF/WF_Gem_Transparent" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -197,6 +204,7 @@ Shader "UnlitWF/WF_Gem_Transparent" { #define _WF_FACE_BACK #define _WF_MOBILE + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE @@ -236,6 +244,7 @@ Shader "UnlitWF/WF_Gem_Transparent" { #define _WF_ALPHA_FRESNEL #define _WF_MOBILE + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_Particle_Addition.shader b/Shaders/Unlit_WF_Particle_Addition.shader index 29846b2b..2b3edc3f 100644 --- a/Shaders/Unlit_WF_Particle_Addition.shader +++ b/Shaders/Unlit_WF_Particle_Addition.shader @@ -70,6 +70,13 @@ Shader "UnlitWF/WF_Particle_Addition" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [HideInInspector] [WF_FixFloat(0.0)] @@ -113,6 +120,7 @@ Shader "UnlitWF/WF_Particle_Addition" { #define _WF_CUSTOM_FOG_COLOR (fixed4(0, 0, 0, 0)) #define _WF_PREMUL_ALPHA d.color.rgb *= d.color.a; if (MAX_RGB(d.color.rgb) <= 0) { discard; } + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE @@ -150,6 +158,7 @@ Shader "UnlitWF/WF_Particle_Addition" { #define _WF_CUSTOM_FOG_COLOR (fixed4(0, 0, 0, 0)) #define _WF_PREMUL_ALPHA d.color.rgb *= d.color.a; if (MAX_RGB(d.color.rgb) <= 0) { discard; } + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE @@ -187,6 +196,7 @@ Shader "UnlitWF/WF_Particle_Addition" { #define _WF_CUSTOM_FOG_COLOR (fixed4(0, 0, 0, 0)) #define _WF_PREMUL_ALPHA d.color.rgb *= d.color.a; if (MAX_RGB(d.color.rgb) <= 0) { discard; } + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_Particle_Multiply.shader b/Shaders/Unlit_WF_Particle_Multiply.shader index c19fa7ad..901ca14d 100644 --- a/Shaders/Unlit_WF_Particle_Multiply.shader +++ b/Shaders/Unlit_WF_Particle_Multiply.shader @@ -70,6 +70,13 @@ Shader "UnlitWF/WF_Particle_Multiply" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [HideInInspector] [WF_FixFloat(0.0)] @@ -113,6 +120,7 @@ Shader "UnlitWF/WF_Particle_Multiply" { #define _WF_CUSTOM_FOG_COLOR (fixed4(1, 1, 1, 0)) #define _WF_PREMUL_ALPHA d.color.rgb = lerp(ONE_VEC3, d.color.rgb, d.color.a); if (1 <= MIN_RGB(d.color.rgb)) { discard; } + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE @@ -150,6 +158,7 @@ Shader "UnlitWF/WF_Particle_Multiply" { #define _WF_CUSTOM_FOG_COLOR (fixed4(1, 1, 1, 0)) #define _WF_PREMUL_ALPHA d.color.rgb = lerp(ONE_VEC3, d.color.rgb, d.color.a); if (1 <= MIN_RGB(d.color.rgb)) { discard; } + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE @@ -187,6 +196,7 @@ Shader "UnlitWF/WF_Particle_Multiply" { #define _WF_CUSTOM_FOG_COLOR (fixed4(1, 1, 1, 0)) #define _WF_PREMUL_ALPHA d.color.rgb = lerp(ONE_VEC3, d.color.rgb, d.color.a); if (1 <= MIN_RGB(d.color.rgb)) { discard; } + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_Particle_Opaque.shader b/Shaders/Unlit_WF_Particle_Opaque.shader index fb262f13..47d8349f 100644 --- a/Shaders/Unlit_WF_Particle_Opaque.shader +++ b/Shaders/Unlit_WF_Particle_Opaque.shader @@ -70,6 +70,13 @@ Shader "UnlitWF/WF_Particle_Opaque" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Lit)] _GL_Enable ("[GL] Enable", Float) = 0 @@ -117,6 +124,7 @@ Shader "UnlitWF/WF_Particle_Opaque" { #define _WF_MAIN_Z_SHIFT (_PA_Z_Offset) #define _WF_MOBILE + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE @@ -153,6 +161,7 @@ Shader "UnlitWF/WF_Particle_Opaque" { #define _WF_MAIN_Z_SHIFT (_PA_Z_Offset) #define _WF_MOBILE + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE @@ -188,6 +197,7 @@ Shader "UnlitWF/WF_Particle_Opaque" { #define _WF_MAIN_Z_SHIFT (_PA_Z_Offset) #define _WF_MOBILE + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_Particle_TransCutout.shader b/Shaders/Unlit_WF_Particle_TransCutout.shader index b1a04306..aaf1df65 100644 --- a/Shaders/Unlit_WF_Particle_TransCutout.shader +++ b/Shaders/Unlit_WF_Particle_TransCutout.shader @@ -81,6 +81,13 @@ Shader "UnlitWF/WF_Particle_TransCutout" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Lit)] _GL_Enable ("[GL] Enable", Float) = 0 @@ -131,6 +138,7 @@ Shader "UnlitWF/WF_Particle_TransCutout" { #define _WF_MAIN_Z_SHIFT (_PA_Z_Offset) #define _WF_MOBILE + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE @@ -168,6 +176,7 @@ Shader "UnlitWF/WF_Particle_TransCutout" { #define _WF_MAIN_Z_SHIFT (_PA_Z_Offset) #define _WF_MOBILE + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE @@ -204,6 +213,7 @@ Shader "UnlitWF/WF_Particle_TransCutout" { #define _WF_MAIN_Z_SHIFT (_PA_Z_Offset) #define _WF_MOBILE + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_Particle_Transparent.shader b/Shaders/Unlit_WF_Particle_Transparent.shader index 7bc9fafd..ede76625 100644 --- a/Shaders/Unlit_WF_Particle_Transparent.shader +++ b/Shaders/Unlit_WF_Particle_Transparent.shader @@ -88,6 +88,13 @@ Shader "UnlitWF/WF_Particle_Transparent" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Lit)] _GL_Enable ("[GL] Enable", Float) = 0 @@ -138,6 +145,7 @@ Shader "UnlitWF/WF_Particle_Transparent" { #define _WF_MAIN_Z_SHIFT (_PA_Z_Offset) #define _WF_MOBILE + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE @@ -175,6 +183,7 @@ Shader "UnlitWF/WF_Particle_Transparent" { #define _WF_MAIN_Z_SHIFT (_PA_Z_Offset) #define _WF_MOBILE + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE @@ -211,6 +220,7 @@ Shader "UnlitWF/WF_Particle_Transparent" { #define _WF_MAIN_Z_SHIFT (_PA_Z_Offset) #define _WF_MOBILE + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader index 0bf76956..a78967d8 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader @@ -354,6 +354,13 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeader(Lit)] [Gamma] @@ -425,6 +432,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader index efd55cd2..0dffcd24 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader @@ -365,6 +365,13 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeader(Lit)] [Gamma] @@ -440,6 +447,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader index baeae815..30a21ec1 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader @@ -375,6 +375,13 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeader(Lit)] [Gamma] @@ -483,6 +490,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader index eee93340..d584d863 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader @@ -339,6 +339,13 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostOpaque" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeader(Lit)] [Gamma] @@ -413,6 +420,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostOpaque" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader index 003fa152..c7dece37 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader @@ -357,6 +357,13 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeader(Lit)] [Gamma] @@ -439,6 +446,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -497,6 +505,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader index c4685e82..243af82d 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader @@ -351,6 +351,13 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeader(Lit)] [Gamma] @@ -422,6 +429,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader index 69bbfa74..84b8d023 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader @@ -352,6 +352,13 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeader(Lit)] [Gamma] @@ -459,6 +466,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader index 4bf253b0..18751a1d 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader @@ -476,6 +476,13 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_Opaque" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -605,6 +612,7 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_Opaque" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader index bdb52930..49e7c97a 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader @@ -487,6 +487,13 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_TransCutout" _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -623,6 +630,7 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_TransCutout" #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader index 4e068b79..d91ea00b 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader @@ -407,6 +407,13 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -542,6 +549,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader index 5333a2ff..f971787b 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader @@ -418,6 +418,13 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_TransCutout" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -559,6 +566,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_TransCutout" { #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader b/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader index b29763d0..d6746709 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader @@ -345,6 +345,13 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_FrostedGlass" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeader(Lit)] [Gamma] @@ -424,6 +431,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_FrostedGlass" { #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _CGL_BLURFAST_ENABLE _CGL_BLUROCT_ENABLE _CGL_BLURHEX_ENABLE _CGL_BLURSQ_ENABLE #pragma shader_feature_local_fragment _ _CGL_DEPTH_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader b/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader index cd5b9b15..3e05b02e 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader @@ -378,6 +378,13 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_Refracted" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeader(Lit)] [Gamma] @@ -456,6 +463,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_Refracted" { #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE #pragma shader_feature_local_fragment _ _CRF_DEPTH_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader index 96f01c7c..067550df 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader @@ -194,6 +194,13 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeader(Lit)] [Gamma] @@ -256,6 +263,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { #define _WF_AO_ONLY_LMAP #define _WF_MOBILE + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader index 150d9aac..8cee0c9b 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader @@ -208,6 +208,13 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeader(Lit)] [Gamma] @@ -302,6 +309,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { #define _WF_AO_ONLY_LMAP #define _WF_MOBILE + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader index 20efd7a5..ed5f5e04 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader @@ -204,6 +204,13 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeader(Lit)] [Gamma] @@ -304,6 +311,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { #define _WF_AO_ONLY_LMAP #define _WF_MOBILE + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader index 0038b1bd..be26de1f 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader @@ -190,6 +190,13 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeader(Lit)] [Gamma] @@ -255,6 +262,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { #define _WF_AO_ONLY_LMAP #define _WF_MOBILE + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader index 1ddbc48b..2a0a8d94 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader @@ -200,6 +200,13 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeader(Lit)] [Gamma] @@ -296,6 +303,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { #define _WF_AO_ONLY_LMAP #define _WF_MOBILE + #pragma shader_feature_local _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local _ _ES_AULINK_ENABLE #pragma shader_feature_local _ _ES_SCROLL_ENABLE #pragma shader_feature_local _ _GL_AUTO_ENABLE _GL_ONLYDIR_ENABLE _GL_ONLYPOINT_ENABLE _GL_WSDIR_ENABLE _GL_LSDIR_ENABLE _GL_WSPOS_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Opaque.shader b/Shaders/Unlit_WF_UnToon_Opaque.shader index 6e8d051a..ababcd7f 100644 --- a/Shaders/Unlit_WF_UnToon_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Opaque.shader @@ -346,6 +346,13 @@ Shader "UnlitWF/WF_UnToon_Opaque" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -426,6 +433,7 @@ Shader "UnlitWF/WF_UnToon_Opaque" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader index f65b2d64..4f8a25ea 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader @@ -362,6 +362,13 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -489,6 +496,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader index 6a653be9..b1917a65 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader @@ -373,6 +373,13 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -508,6 +515,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader index 87f70d25..604385b9 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader @@ -387,6 +387,13 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -591,6 +598,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -651,6 +659,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader index e79d33cd..654ce3d9 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader @@ -390,6 +390,13 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -593,6 +600,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -655,6 +663,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -716,6 +725,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader index 7068be78..27fcd4f7 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader @@ -390,6 +390,13 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -612,6 +619,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -678,6 +686,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader index 7e4adfe5..1222a70a 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader @@ -391,6 +391,13 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -607,6 +614,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -673,6 +681,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -739,6 +748,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -808,6 +818,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader index 98cebb36..63fd2702 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader @@ -460,6 +460,13 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -554,6 +561,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader index b43a56b8..18b82418 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader @@ -471,6 +471,13 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -568,6 +575,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader index 68663128..c4e11a72 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader @@ -497,6 +497,13 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -628,6 +635,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -695,6 +703,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader index 24c8cb9c..dfa63d98 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader @@ -498,6 +498,13 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -628,6 +635,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -697,6 +705,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -765,6 +774,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader index 7902d114..f88ddb6a 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader @@ -371,6 +371,13 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -503,6 +510,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader index 56b92b33..f7eef607 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader @@ -382,6 +382,13 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -520,6 +527,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader index dfedbd71..2e3ed852 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader @@ -382,6 +382,13 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -482,6 +489,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { #pragma shader_feature_local _NS_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -543,6 +551,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader index 1e6a5e6e..ae1d48a2 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader @@ -399,6 +399,13 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -570,6 +577,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -635,6 +643,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -699,6 +708,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TransCutout.shader index ea31a4b8..26bd2f76 100644 --- a/Shaders/Unlit_WF_UnToon_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TransCutout.shader @@ -357,6 +357,13 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -441,6 +448,7 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Transparent.shader b/Shaders/Unlit_WF_UnToon_Transparent.shader index b8ce6fba..0ecc9193 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent.shader @@ -371,6 +371,13 @@ Shader "UnlitWF/WF_UnToon_Transparent" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -489,6 +496,7 @@ Shader "UnlitWF/WF_UnToon_Transparent" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -548,6 +556,7 @@ Shader "UnlitWF/WF_UnToon_Transparent" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader index a2a747e3..8921e1ba 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader @@ -372,6 +372,13 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -489,6 +496,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -550,6 +558,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -610,6 +619,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader index bb7d1b7b..729c0dec 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader @@ -374,6 +374,13 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -499,6 +506,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -565,6 +573,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader index 257bfd6b..b4420732 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader @@ -374,6 +374,13 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -498,6 +505,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -563,6 +571,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader index e872683b..678741c2 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader @@ -375,6 +375,13 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { _ES_AU_Slope ("[ES] Slope", Range(0, 1)) = 0.2 _ES_AU_MinThreshold ("[ES] Threshold (Min)", Range(0, 1)) = 0.1 _ES_AU_MaxThreshold ("[ES] Threshold (Max)", Range(0, 1)) = 0.5 + [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] + _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 + [NoScaleOffset] + _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + [ToggleUI] + _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 + _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 [WFHeaderToggle(Dissolve)] _DSV_Enable ("[DSV] Enable", Float) = 0 @@ -499,6 +506,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -564,6 +572,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -630,6 +639,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE @@ -698,6 +708,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { #pragma shader_feature_local _OVL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma shader_feature_local _VC_ENABLE + #pragma shader_feature_local_fragment _ _ES_AULINKDTEX_ENABLE #pragma shader_feature_local_fragment _ _ES_AULINK_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLLGRAD_ENABLE #pragma shader_feature_local_fragment _ _ES_SCROLL_ENABLE diff --git a/Shaders/WF_UnToon_Function.cginc b/Shaders/WF_UnToon_Function.cginc index 8cd71da1..3cb62ec4 100644 --- a/Shaders/WF_UnToon_Function.cginc +++ b/Shaders/WF_UnToon_Function.cginc @@ -582,10 +582,44 @@ FEATURE_TGL_END float _ES_AU_MaxThreshold; float _ES_AU_BlackOut; float _ES_AU_AlphaLink; + float _ES_AU_DelayDir; + float _ES_AU_DelayReverse; + float _ES_AU_DelayHistory; + DECL_SUB_TEX2D (_ES_AU_DelayTex); + + float calcEmissiveAudioLinkDelay(drawing d) { + float delay = 0; + if (_ES_AU_DelayDir == 1) { + delay = d.uv1.x; + } + else if (_ES_AU_DelayDir == 2) { + delay = d.uv1.y; + } + else if (_ES_AU_DelayDir == 3) { + delay = d.uv2.x; + } + else if (_ES_AU_DelayDir == 4) { + delay = d.uv2.y; + } + else if (_ES_AU_DelayDir == 5) { +#if defined(_ES_AULINKDTEX_ENABLE) || defined(_WF_LEGACY_FEATURE_SWITCH) + delay = PICK_SUB_TEX2D(_ES_AU_DelayTex, _MainTex, d.uv_main).r; +#endif + } + if (TGL_ON(_ES_AU_DelayReverse)) { + delay = 1 - delay; + } + return delay * _ES_AU_DelayHistory; + } + + float calcEmissiveAudioLinkPower(float au) { + return lerp(au * _ES_AU_Slope, lerp(1, au, _ES_AU_Slope), smoothstep(_ES_AU_MinThreshold, _ES_AU_MaxThreshold, au)); + } float calcEmissiveAudioLink(inout drawing d) { - float au = saturate(AudioLinkLerp( ALPASS_AUDIOLINK + float2( 0, _ES_AU_Band ) ).r); - au = lerp(au * _ES_AU_Slope, lerp(1, au, _ES_AU_Slope), smoothstep(_ES_AU_MinThreshold, _ES_AU_MaxThreshold, au)); + float delay = calcEmissiveAudioLinkDelay(d); + float au = saturate(AudioLinkLerp( ALPASS_AUDIOLINK + float2( delay, _ES_AU_Band ) ).r); + au = calcEmissiveAudioLinkPower(au); return lerp(_ES_AU_MinValue, _ES_AU_MaxValue, au); } From 1e993469137e7709f7a73f7099d8beaa34aea25f Mon Sep 17 00:00:00 2001 From: whiteflare Date: Thu, 4 Jul 2024 22:49:26 +0900 Subject: [PATCH 07/12] =?UTF-8?q?GradMap=20=E3=82=92=200.5=20=E3=81=A7?= =?UTF-8?q?=E8=A6=8B=E3=82=8B=E3=82=88=E3=81=86=E3=81=AB=E5=A4=89=E6=9B=B4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Shaders/WF_UnToon_Function.cginc | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Shaders/WF_UnToon_Function.cginc b/Shaders/WF_UnToon_Function.cginc index 3cb62ec4..024879df 100644 --- a/Shaders/WF_UnToon_Function.cginc +++ b/Shaders/WF_UnToon_Function.cginc @@ -469,7 +469,7 @@ FEATURE_TGL_END void drawGradientMap(inout drawing d) { FEATURE_TGL_ON_BEGIN(_CGR_Enable) float x = saturate(calcBrightness(d.color.rgb)); - float3 cgr = WF_TEX2D_GRADMAP(float2(x, 0)).rgb; + float3 cgr = WF_TEX2D_GRADMAP(float2(x, 0.5)).rgb; d.color.rgb = lerp(d.color.rgb, cgr, WF_TEX2D_GRADMAP_MASK(d.uv_main)); FEATURE_TGL_END } @@ -534,7 +534,7 @@ FEATURE_TGL_END } float4 calcEmissiveWavingCustom(float time) { - return WF_TEX2D_ES_SC_GRAD_MAP(float2(1 - frac(time), 0)).rgba; + return WF_TEX2D_ES_SC_GRAD_MAP(float2(1 - frac(time), 0.5)).rgba; } float4 calcEmissiveWaving(inout drawing d) { From cc8aa3f6e9c2003172db04acb855f451e9f3e153 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Sat, 6 Jul 2024 22:51:24 +0900 Subject: [PATCH 08/12] =?UTF-8?q?=E3=83=87=E3=83=95=E3=82=A9=E3=83=AB?= =?UTF-8?q?=E3=83=88=E3=83=86=E3=82=AF=E3=82=B9=E3=83=81=E3=83=A3=E3=81=AE?= =?UTF-8?q?=E8=A8=AD=E5=AE=9A=E3=82=BF=E3=82=A4=E3=83=9F=E3=83=B3=E3=82=B0?= =?UTF-8?q?=E3=82=92=E8=A6=8B=E7=9B=B4=E3=81=97=E3=80=81=E3=81=9D=E3=82=8C?= =?UTF-8?q?=E3=81=A8=20ShaderSerializedProperty.Remove=20=E3=81=AE?= =?UTF-8?q?=E3=82=AD=E3=83=A3=E3=83=83=E3=82=B7=E3=83=A5=E3=82=92=E6=94=B9?= =?UTF-8?q?=E8=89=AF=E3=81=97=E3=81=A6=E6=AD=A3=E3=81=97=E3=81=8F=E5=8B=95?= =?UTF-8?q?=E4=BD=9C=E3=81=99=E3=82=8B=E3=82=88=E3=81=86=E5=A4=89=E6=9B=B4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_Common.cs | 27 ++-- Editor/WF_MaterialConverter.cs | 4 +- Editor/WF_MaterialEditUtility.cs | 251 +++++++++++++++++++++++-------- Editor/WF_ShaderCustomEditor.cs | 21 ++- 4 files changed, 227 insertions(+), 76 deletions(-) diff --git a/Editor/WF_Common.cs b/Editor/WF_Common.cs index 6afe17fd..5520e701 100644 --- a/Editor/WF_Common.cs +++ b/Editor/WF_Common.cs @@ -63,10 +63,10 @@ static class WFCommonUtility private static readonly Regex PAT_ENABLE_KEYWORD = new Regex(@"^_(?[A-Z][A-Z0-9]*)_((?[A-Z0-9]+)_)?ENABLE(?(?:_\d+)?)$", RegexOptions.Compiled); /// - /// プロパティのディスプレイ名から、Prefixと名前を分割する。 + /// プロパティのディスプレイ名から、Labelと名前を分割する。 /// /// ディスプレイ名 - /// Prefix + /// Label /// 名前 /// ディスプレイ文字列 /// @@ -93,21 +93,21 @@ public static bool FormatDispName(string text, out string label, out string name /// プロパティ名の文字列から、Prefix+Suffixと名前を分割する。 /// /// プロパティ名 - /// Prefix+Suffix + /// Prefix+Suffix /// 名前 /// - public static bool FormatPropName(string text, out string label, out string name) + public static bool FormatPropName(string text, out string prefix, out string name) { var mm = PAT_PROP_NAME.Match(text ?? ""); if (mm.Success) { - label = mm.Groups["prefix"].Value.ToUpper() + mm.Groups["suffix"].Value.ToUpper(); + prefix = mm.Groups["prefix"].Value.ToUpper() + mm.Groups["suffix"].Value.ToUpper(); name = mm.Groups["name"].Value; return true; } else { - label = null; + prefix = null; name = text; return false; } @@ -120,14 +120,14 @@ public static bool FormatPropName(string text, out string label, out string name /// public static string GetPrefixFromPropName(string prop_name) { - string label = WFShaderDictionary.SpecialPropNameToLabelMap.GetValueOrNull(prop_name); - if (label != null) + string prefix = WFShaderDictionary.SpecialPropNameToLabelMap.GetValueOrNull(prop_name); + if (prefix != null) { - return label; + return prefix; } string name; - FormatPropName(prop_name, out label, out name); - return label; + FormatPropName(prop_name, out prefix, out name); + return prefix; } public static string GetHelpUrl(MaterialEditor editor, string displayName, string headerTitle) @@ -166,9 +166,8 @@ public static string GetHelpUrl(MaterialEditor editor, string displayName, strin /// public static bool IsEnableToggleFromPropName(string prop_name) { - string label, name; - FormatPropName(prop_name, out label, out name); - return IsEnableToggle(label, name); + FormatPropName(prop_name, out var prefix, out var name); + return IsEnableToggle(prefix, name); } /// diff --git a/Editor/WF_MaterialConverter.cs b/Editor/WF_MaterialConverter.cs index f0a276ea..ee4826de 100644 --- a/Editor/WF_MaterialConverter.cs +++ b/Editor/WF_MaterialConverter.cs @@ -534,7 +534,7 @@ protected static List> CreateConverterList() }, ctx => { // シェーダ切り替える直前に、削除したいプロパティを削除 - WFMaterialEditUtility.RemovePropertiesWithoutUndo(ctx.target, "_GI_Intensity"); + WFMaterialEditUtility.DeletePropertiesWithoutUndo(ctx.target, "_GI_Intensity"); // _GI_Intensity は UTS が保持しているが、UnToon でも過去に同名プロパティを持っていてマイグレーション対象にしているため削除する }, ctx => { @@ -1183,7 +1183,7 @@ protected static List> CreateConverterList() // BlendNormalを複製する foreach(var propName in ctx.oldProps.Keys) { - if (WFCommonUtility.FormatPropName(propName, out var label, out var name)) { + if (WFCommonUtility.FormatPropName(propName, out var _, out var name)) { if (name == "BlendNormal") { var propName2 = propName.Replace("_BlendNormal", "_BlendNormal2"); diff --git a/Editor/WF_MaterialEditUtility.cs b/Editor/WF_MaterialEditUtility.cs index 605cf87a..dec67c90 100644 --- a/Editor/WF_MaterialEditUtility.cs +++ b/Editor/WF_MaterialEditUtility.cs @@ -270,7 +270,7 @@ public static void MigrationMaterial(params Material[] mats) } private static Material editReplaceTarget = null; - private static List editReplaceNamesCache = null; + private static ShaderSerializedProperty.RemovePropertyCache editReplaceNamesCache = null; public static void BeginReplacePropertyNames(Material mat) { @@ -477,6 +477,11 @@ private static bool CopyProperties(List src, Dictionary< #region リセット・クリーンナップ + /// + /// クリンナップのエントリポイント + /// + /// + /// public static bool CleanUpProperties(CleanUpParameter param) { param.materials = param.materials.Where(m => m != null).Distinct().ToArray(); @@ -552,6 +557,10 @@ private static bool IsDisabledProperty(ShaderSerializedProperty p, List return true; } + /// + /// WFマテリアルのクリンナップ + /// + /// private static void CleanUpForWFMaterial(Material material) { int steps = WFAccessor.GetInt(material, "_TS_Steps", 3); @@ -562,10 +571,10 @@ private static void CleanUpForWFMaterial(Material material) var delPrefix = new List(); foreach (var p in props) { - WFCommonUtility.FormatPropName(p.name, out var label, out var name); - if (label != null && name.ToLower() == "enable" && p.FloatValue == 0) + WFCommonUtility.FormatPropName(p.name, out var prefix, out var name); + if (WFCommonUtility.IsEnableToggle(prefix, name) && p.FloatValue == 0) { - delPrefix.Add(label); + delPrefix.Add(prefix); } } @@ -612,6 +621,10 @@ private static void CleanUpForWFMaterial(Material material) EditorUtility.SetDirty(material); } + /// + /// その他のマテリアルのクリンナップ + /// + /// private static void CleanUpForNonWFMaterial(Material material) { var props = ShaderSerializedProperty.AsList(material); @@ -627,12 +640,24 @@ private static void CleanUpForNonWFMaterial(Material material) EditorUtility.SetDirty(material); } + /// + /// リセットのエントリポイント + /// + /// public static void ResetProperties(ResetParameter param) { Undo.RecordObjects(param.materials, "WF reset materials"); + ResetPropertiesWithoutUndo(param); + + // 新旧キャッシュから指定のマテリアルを削除 + WFMaterialCache.instance.ResetOldMaterialTable(param.materials); } + /// + /// リセットのエントリポイント(Undoなし) + /// + /// internal static void ResetPropertiesWithoutUndo(ResetParameter param) { foreach (Material material in param.materials) @@ -647,6 +672,11 @@ internal static void ResetPropertiesWithoutUndo(ResetParameter param) WFMaterialCache.instance.ResetOldMaterialTable(param.materials); } + /// + /// リセット本体 + /// + /// + /// private static void ResetPropertiesWithoutUndo(ResetParameter param, Material material) { var props = ShaderSerializedProperty.AsList(material); @@ -698,11 +728,14 @@ private static void ResetPropertiesWithoutUndo(ResetParameter param, Material ma // キーワードクリア if (param.resetKeywords) { - DeleteShaderKeyword(material, props); + foreach (var so in ShaderSerializedProperty.GetUniqueSerialObject(props)) + { + DeleteShaderKeyword(so, material); + } } // Default割り当てTextureを再設定する - ResetDefaultTextures(material, del_names); + ResetEnabledDefaultTextures(material, del_names); // キーワードを整理する WFCommonUtility.SetupMaterial(material); @@ -710,7 +743,12 @@ private static void ResetPropertiesWithoutUndo(ResetParameter param, Material ma EditorUtility.SetDirty(material); } - internal static void RemovePropertiesWithoutUndo(Material material, params string[] propNames) + /// + /// 特定の名前のプロパティを削除する + /// + /// + /// + internal static void DeletePropertiesWithoutUndo(Material material, params string[] propNames) { var props = ShaderSerializedProperty.AsDict(material); var del_props = new List(); @@ -727,44 +765,21 @@ internal static void RemovePropertiesWithoutUndo(Material material, params strin } // 削除実行 - var del_names = DeleteProperties(del_props, material); - // Default割り当てTextureを再設定する - ResetDefaultTextures(material, del_names); + DeleteProperties(del_props, material); // 反映 EditorUtility.SetDirty(material); } - private static void ResetDefaultTextures(Material material, IEnumerable del_names) - { - var shader = material.shader; - var path = AssetDatabase.GetAssetPath(shader); - if (string.IsNullOrWhiteSpace(path)) - { - return; - } - var importer = AssetImporter.GetAtPath(path) as ShaderImporter; - if (importer == null) - { - return; - } - - foreach (var pn in del_names) - { - if (WFAccessor.HasShaderPropertyTexture(shader, pn)) - { - var tex = importer.GetDefaultTexture(pn); - if (tex != null && material.HasProperty(pn)) // ResetDefaultTextureの直前でSerializeObject.ApplyPropertyChangeした内容はHasPropertyなどでアクセスしないとコミットされない? - { - material.SetTexture(pn, tex); - } - } - } - } - + /// + /// プロパティを削除する。クリンナップとリセットの両方から呼び出される。 + /// + /// + /// + /// private static HashSet DeleteProperties(IEnumerable props, Material material) { var del_names = new HashSet(); - var cachedNames = new List(); + ShaderSerializedProperty.RemovePropertyCache cachedNames = null; foreach (var p in props) { @@ -784,15 +799,12 @@ private static HashSet DeleteProperties(IEnumerable props) - { - foreach (var so in ShaderSerializedProperty.GetUniqueSerialObject(props)) - { - DeleteShaderKeyword(so, material); - } - } - - internal static void DeleteShaderKeyword(SerializedObject so, Material logTarget) + /// + /// キーワードを削除する。クリンナップとリセットの両方から呼び出される。 + /// + /// + /// + private static void DeleteShaderKeyword(SerializedObject so, Material logTarget) { var changed = false; @@ -823,6 +835,109 @@ internal static void DeleteShaderKeyword(SerializedObject so, Material logTarget } } + /// + /// 有効になっている機能のデフォルトテクスチャを割り当てる + /// + /// + /// + private static void ResetEnabledDefaultTextures(Material material, IEnumerable del_names) + { + // まずは削除されたプロパティのプレフィックスを全て集める + var del_prefixs = new HashSet(); + foreach (var prop_name in del_names) + { + if (WFCommonUtility.FormatPropName(prop_name, out var prefix, out var name)) + { + del_prefixs.Add(prefix); + } + } + + // Enableトグルがオフになっているプレフィックスは復元しないので削除 + foreach(var prop in ShaderMaterialProperty.AsList(material)) + { + if (WFCommonUtility.FormatPropName(prop.Name, out var prefix, out var name) && WFCommonUtility.IsEnableToggle(prefix, name)) + { + if (!WFAccessor.GetBool(material, prop.Name, false)) + { + del_prefixs.Remove(prefix); + } + } + } + + // テクスチャをデフォルトに設定 + ResetDefaultTextures(material, del_names.Where(nm => !WFCommonUtility.FormatPropName(nm, out var prefix, out var name) || del_prefixs.Contains(prefix))); + } + + /// + /// デフォルトテクスチャを割り当てる。WFHeaderToggle がオンになったときに呼び出される。 + /// + /// + /// + internal static void ResetDefaultTextures(Material material, params string[] prefixs) + { + List prop_names = new List(); + + foreach(var p in ShaderMaterialProperty.AsList(material)) + { + var px = WFCommonUtility.GetPrefixFromPropName(p.Name); + if (prefixs.Contains(px)) + { + prop_names.Add(p.Name); + } + } + + ResetDefaultTextures(material, prop_names); + + EditorUtility.SetDirty(material); + } + + /// + /// デフォルトテクスチャを割り当てる + /// + /// + /// + private static void ResetDefaultTextures(Material material, IEnumerable prop_names) + { + var shader = material.shader; + + List tex_prop_names = new List(); + foreach (var pn in prop_names) + { + if (WFAccessor.HasShaderPropertyTexture(shader, pn)) + { + var oldTex = WFAccessor.GetTexture(material, pn); // ResetDefaultTextureの直前でSerializeObject.ApplyPropertyChangeした内容はHasPropertyなどでアクセスしないとコミットされない? + if (oldTex == null) // テクスチャが設定されていないときだけデフォルトテクスチャを設定する + { + tex_prop_names.Add(pn); + } + } + } + if (tex_prop_names.Count == 0) + { + return; + } + + var path = AssetDatabase.GetAssetPath(shader); + if (string.IsNullOrWhiteSpace(path)) + { + return; + } + var importer = AssetImporter.GetAtPath(path) as ShaderImporter; + if (importer == null) + { + return; + } + + foreach (var pn in tex_prop_names) + { + var defaultTex = importer.GetDefaultTexture(pn); + if (defaultTex != null) + { + material.SetTexture(pn, defaultTex); + } + } + } + #endregion } @@ -1070,32 +1185,50 @@ public void CopyTo(ShaderSerializedProperty other) public void Remove() { - List cachedNames = null; - Remove(ref cachedNames); + RemovePropertyCache cache = null; + Remove(ref cache); } - public void Remove(ref List cachedNames) + public void Remove(ref RemovePropertyCache cache) { - if (cachedNames == null || cachedNames.Count != parent.arraySize) + if (!RemovePropertyCache.Acceptable(cache, this)) { - cachedNames = new List(); - for (int i = 0; i < parent.arraySize; i++) - { - var prop = parent.GetArrayElementAtIndex(i); - cachedNames.Add(GetSerializedName(prop)); - } + cache = new RemovePropertyCache(parent); } for (int i = parent.arraySize - 1; 0 <= i; i--) { - if (cachedNames[i] == this.name) + if (cache.propNames[i] == this.name) { parent.DeleteArrayElementAtIndex(i); - cachedNames.RemoveAt(i); + cache.propNames.RemoveAt(i); } } } + public class RemovePropertyCache + { + public readonly SerializedProperty parent; + public readonly List propNames; + + public RemovePropertyCache(SerializedProperty parent) + { + this.parent = parent; + + propNames = new List(); + for (int i = 0; i < parent.arraySize; i++) + { + var prop = parent.GetArrayElementAtIndex(i); + propNames.Add(GetSerializedName(prop)); + } + } + + public static bool Acceptable(RemovePropertyCache cache, ShaderSerializedProperty _this) + { + return cache != null && cache.parent == _this.parent && cache.propNames.Count == _this.parent.arraySize; + } + } + public static void AllApplyPropertyChange(IEnumerable props) { foreach (var so in GetUniqueSerialObject(props)) diff --git a/Editor/WF_ShaderCustomEditor.cs b/Editor/WF_ShaderCustomEditor.cs index 85d80cd2..2bd735d7 100644 --- a/Editor/WF_ShaderCustomEditor.cs +++ b/Editor/WF_ShaderCustomEditor.cs @@ -1760,7 +1760,11 @@ static class WFHeaderMenuController public static Func GenerateMenuOrNull(MaterialEditor editor, MaterialProperty prop) { - var prefix = WFCommonUtility.GetPrefixFromPropName(prop.name); + return GenerateMenuOrNull(editor, WFCommonUtility.GetPrefixFromPropName(prop.name)); + } + + public static Func GenerateMenuOrNull(MaterialEditor editor, string prefix) + { if (string.IsNullOrWhiteSpace(prefix)) { return null; @@ -1921,8 +1925,23 @@ public override float GetPropertyHeight(MaterialProperty prop, string label, Mat public override void OnGUI(Rect position, MaterialProperty prop, string label, MaterialEditor editor) { + EditorGUI.BeginChangeCheck(); + ShaderCustomEditor.DrawShurikenStyleHeaderToggle(position, text, prop, false, WFHeaderMenuController.GenerateMenuOrNull(editor, prop), WFCommonUtility.GetHelpUrl(editor, prop.displayName, text)); + + if (EditorGUI.EndChangeCheck()) + { + var prefix = WFCommonUtility.GetPrefixFromPropName(prop.name); + // トグルでオンにされた場合はテクスチャを復活させる + foreach (var mat in WFCommonUtility.AsMaterials(editor.targets)) + { + if (WFCommonUtility.IsPropertyTrue(prop.floatValue)) + { + WFMaterialEditUtility.ResetDefaultTextures(mat, prefix); + } + } + } } } From 6eb6c04d14d6f4831afc4945e0951f777cb62ef7 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Sun, 7 Jul 2024 18:00:57 +0900 Subject: [PATCH 09/12] =?UTF-8?q?GameObject=E3=83=A1=E3=83=8B=E3=83=A5?= =?UTF-8?q?=E3=83=BC=E3=81=AE=E3=80=8CUnlitWF=E3=83=9E=E3=83=86=E3=83=AA?= =?UTF-8?q?=E3=82=A2=E3=83=AB=E3=82=92=E3=82=AF=E3=83=AA=E3=83=B3=E3=83=8A?= =?UTF-8?q?=E3=83=83=E3=83=97=E3=80=8D=E3=82=92=E5=BE=A9=E6=B4=BB?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_ShaderToolWindow.cs | 19 +++++++++++++++++++ 1 file changed, 19 insertions(+) diff --git a/Editor/WF_ShaderToolWindow.cs b/Editor/WF_ShaderToolWindow.cs index cd9e0943..be179caa 100644 --- a/Editor/WF_ShaderToolWindow.cs +++ b/Editor/WF_ShaderToolWindow.cs @@ -41,6 +41,7 @@ static class WFMenu public const string PATH_ASSETS = "Assets/UnlitWF Material Tools/"; public const string PATH_TOOLS = "Tools/UnlitWF/"; public const string PATH_MATERIAL = "CONTEXT/Material/"; + public const string PATH_GAMEOBJECT = "GameObject/"; #if WF_ML_JP public const string ASSETS_AUTOCNV_01 = PATH_ASSETS + "UnlitWF のマテリアルに変換する/InternalErrorShaderのみ"; @@ -69,6 +70,8 @@ static class WFMenu public const string MATERIAL_AUTOCNV = PATH_MATERIAL + "UnlitWF のマテリアルに変換する"; public const string MATERIAL_DEBUGVIEW = PATH_MATERIAL + "DebugView シェーダに切り替える"; public const string MATERIAL_CNGMOBILE = PATH_MATERIAL + "モバイル向けシェーダに変換する"; + + public const string GAMEOBJECT_CREANUP = PATH_GAMEOBJECT + "UnlitWFマテリアルのクリンナップ"; #else public const string ASSETS_AUTOCNV_01 = PATH_ASSETS + "Convert UnlitWF Material/Only InternalErrorShader"; public const string ASSETS_AUTOCNV_02 = PATH_ASSETS + "Convert UnlitWF Material/Exclude Unity-builtin Shaders"; @@ -96,6 +99,8 @@ static class WFMenu public const string MATERIAL_AUTOCNV = PATH_MATERIAL + "Convert UnlitWF Material"; public const string MATERIAL_DEBUGVIEW = PATH_MATERIAL + "Switch WF_DebugView Shader"; public const string MATERIAL_CNGMOBILE = PATH_MATERIAL + "Change Mobile shader"; + + public const string GAMEOBJECT_CREANUP = PATH_GAMEOBJECT + "CleanUp UnlitWF Material Property"; #endif public const string TOOLS_LNG_EN = PATH_TOOLS + "Menu Language Change To English"; @@ -549,6 +554,20 @@ private static void OpenWindowFromMenu_Asset() GetWindow("UnlitWF/CleanUp material property"); } + [MenuItem(WFMenu.GAMEOBJECT_CREANUP, priority = 10)] // GameObject/配下は priority の扱いがちょっと特殊 + private static void OpenWindowFromMenu_GameObject() + { + if (Selection.GetFiltered(SelectionMode.Unfiltered).Length == 0) + { + ToolCommon.SetMaterials(new MaterialSeeker().GetAllMaterialsInScene().ToArray()); + } + else + { + ToolCommon.SetSelectedMaterials(MatSelectMode.FromScene); + } + GetWindow("UnlitWF/CleanUp material property"); + } + [MenuItem(WFMenu.TOOLS_CREANUP, priority = WFMenu.PRI_TOOLS_CREANUP)] private static void OpenWindowFromMenu_Tool() { From e05c787077e78e75ea49e7aab3db96b5b26133a3 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Fri, 12 Jul 2024 18:17:13 +0900 Subject: [PATCH 10/12] =?UTF-8?q?GameObject=E3=83=A1=E3=83=8B=E3=83=A5?= =?UTF-8?q?=E3=83=BC=E3=81=AE=E9=9A=8E=E5=B1=A4=E3=82=92=E5=A4=89=E6=9B=B4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_ShaderToolWindow.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Editor/WF_ShaderToolWindow.cs b/Editor/WF_ShaderToolWindow.cs index be179caa..b49c892f 100644 --- a/Editor/WF_ShaderToolWindow.cs +++ b/Editor/WF_ShaderToolWindow.cs @@ -71,7 +71,7 @@ static class WFMenu public const string MATERIAL_DEBUGVIEW = PATH_MATERIAL + "DebugView シェーダに切り替える"; public const string MATERIAL_CNGMOBILE = PATH_MATERIAL + "モバイル向けシェーダに変換する"; - public const string GAMEOBJECT_CREANUP = PATH_GAMEOBJECT + "UnlitWFマテリアルのクリンナップ"; + public const string GAMEOBJECT_CREANUP = PATH_GAMEOBJECT + "UnlitWF Shader/マテリアルのクリンナップ"; #else public const string ASSETS_AUTOCNV_01 = PATH_ASSETS + "Convert UnlitWF Material/Only InternalErrorShader"; public const string ASSETS_AUTOCNV_02 = PATH_ASSETS + "Convert UnlitWF Material/Exclude Unity-builtin Shaders"; @@ -100,7 +100,7 @@ static class WFMenu public const string MATERIAL_DEBUGVIEW = PATH_MATERIAL + "Switch WF_DebugView Shader"; public const string MATERIAL_CNGMOBILE = PATH_MATERIAL + "Change Mobile shader"; - public const string GAMEOBJECT_CREANUP = PATH_GAMEOBJECT + "CleanUp UnlitWF Material Property"; + public const string GAMEOBJECT_CREANUP = PATH_GAMEOBJECT + "UnlitWF Shader/CleanUp Material Property"; #endif public const string TOOLS_LNG_EN = PATH_TOOLS + "Menu Language Change To English"; From ae61f9fff05e745e6f42fea90ebdd667acae0282 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Wed, 17 Jul 2024 19:09:04 +0900 Subject: [PATCH 11/12] =?UTF-8?q?=E6=9B=B4=E6=96=B0=E6=97=A5=E6=99=82?= =?UTF-8?q?=E3=82=92=E6=9B=B4=E6=96=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- CHANGELOG.md | 20 +++++++++++++++++++ ..._WF_URP_FakeFur_FurOnly_TransCutout.shader | 2 +- ..._WF_URP_FakeFur_FurOnly_Transparent.shader | 2 +- .../Unlit_WF_URP_FakeFur_TransCutout.shader | 2 +- .../Unlit_WF_URP_FakeFur_Transparent.shader | 2 +- Shaders/URP/Unlit_WF_URP_Gem_Opaque.shader | 2 +- .../URP/Unlit_WF_URP_Gem_Transparent.shader | 2 +- .../Unlit_WF_URP_UnToon_Mobile_Opaque.shader | 2 +- ...RP_UnToon_Mobile_OutlineOnly_Opaque.shader | 2 +- ...Toon_Mobile_OutlineOnly_TransCutout.shader | 2 +- ...WF_URP_UnToon_Mobile_Outline_Opaque.shader | 2 +- ...P_UnToon_Mobile_Outline_TransCutout.shader | 2 +- ...it_WF_URP_UnToon_Mobile_TransCutout.shader | 2 +- ...it_WF_URP_UnToon_Mobile_Transparent.shader | 2 +- ...RP_UnToon_Mobile_TransparentOverlay.shader | 2 +- Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader | 2 +- ...it_WF_URP_UnToon_OutlineOnly_Opaque.shader | 2 +- ..._URP_UnToon_OutlineOnly_TransCutout.shader | 2 +- .../Unlit_WF_URP_UnToon_Outline_Opaque.shader | 2 +- ...t_WF_URP_UnToon_Outline_TransCutout.shader | 2 +- .../Unlit_WF_URP_UnToon_TransCutout.shader | 2 +- .../Unlit_WF_URP_UnToon_Transparent.shader | 2 +- ...nlit_WF_URP_UnToon_Transparent_Mask.shader | 2 +- ...t_WF_URP_UnToon_Transparent_MaskOut.shader | 2 +- .../Unlit_WF_URP_Water_Surface_Opaque.shader | 2 +- ...it_WF_URP_Water_Surface_TransCutout.shader | 2 +- ...it_WF_URP_Water_Surface_Transparent.shader | 2 +- Shaders/Unlit_WF_DebugView.shader | 2 +- Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader | 2 +- ...nlit_WF_FakeFur_FurOnly_TransCutout.shader | 2 +- ...nlit_WF_FakeFur_FurOnly_Transparent.shader | 2 +- Shaders/Unlit_WF_FakeFur_Mix.shader | 2 +- Shaders/Unlit_WF_FakeFur_TransCutout.shader | 2 +- Shaders/Unlit_WF_FakeFur_Transparent.shader | 2 +- Shaders/Unlit_WF_Gem_Opaque.shader | 2 +- Shaders/Unlit_WF_Gem_Transparent.shader | 2 +- Shaders/Unlit_WF_Grass_TransCutout.shader | 2 +- Shaders/Unlit_WF_Particle_Addition.shader | 2 +- Shaders/Unlit_WF_Particle_Multiply.shader | 2 +- Shaders/Unlit_WF_Particle_Opaque.shader | 2 +- Shaders/Unlit_WF_Particle_TransCutout.shader | 2 +- Shaders/Unlit_WF_Particle_Transparent.shader | 2 +- ...WF_UnToon_Custom_ClearCoat_Addition.shader | 2 +- ...t_WF_UnToon_Custom_ClearCoat_Opaque.shader | 2 +- ...UnToon_Custom_ClearCoat_TransCutout.shader | 2 +- ...UnToon_Custom_ClearCoat_Transparent.shader | 2 +- .../Unlit_WF_UnToon_Custom_GhostOpaque.shader | 2 +- ...t_WF_UnToon_Custom_GhostTransparent.shader | 2 +- ..._UnToon_Custom_LameOnly_Transparent.shader | 2 +- ...nlit_WF_UnToon_Custom_Mirror_Opaque.shader | 2 +- ..._UnToon_Custom_OffsetOutline_Opaque.shader | 2 +- ...Toon_Custom_PowerCap_Outline_Opaque.shader | 2 +- ...Custom_PowerCap_Outline_TransCutout.shader | 2 +- ..._UnToon_Custom_Tess_PowerCap_Opaque.shader | 2 +- ...on_Custom_Tess_PowerCap_TransCutout.shader | 2 +- ...oon_Custom_Transparent_FrostedGlass.shader | 2 +- ...UnToon_Custom_Transparent_Refracted.shader | 2 +- Shaders/Unlit_WF_UnToon_DepthOnly.shader | 2 +- Shaders/Unlit_WF_UnToon_Hidden.shader | 2 +- Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader | 2 +- ...WF_UnToon_Mobile_OutlineOnly_Opaque.shader | 2 +- ...Toon_Mobile_OutlineOnly_TransCutout.shader | 2 +- ...lit_WF_UnToon_Mobile_Outline_Opaque.shader | 2 +- ...F_UnToon_Mobile_Outline_TransCutout.shader | 2 +- .../Unlit_WF_UnToon_Mobile_TransCutout.shader | 2 +- .../Unlit_WF_UnToon_Mobile_Transparent.shader | 2 +- ...WF_UnToon_Mobile_TransparentOverlay.shader | 2 +- Shaders/Unlit_WF_UnToon_Opaque.shader | 2 +- .../Unlit_WF_UnToon_OutlineOnly_Opaque.shader | 2 +- ...t_WF_UnToon_OutlineOnly_TransCutout.shader | 2 +- ...t_WF_UnToon_OutlineOnly_Transparent.shader | 2 +- ...oon_OutlineOnly_Transparent_MaskOut.shader | 2 +- Shaders/Unlit_WF_UnToon_Outline_Opaque.shader | 2 +- ...Unlit_WF_UnToon_Outline_TransCutout.shader | 2 +- ...Unlit_WF_UnToon_Outline_Transparent.shader | 2 +- ..._WF_UnToon_Outline_Transparent3Pass.shader | 2 +- ..._UnToon_Outline_Transparent_MaskOut.shader | 2 +- ...n_Outline_Transparent_MaskOut_Blend.shader | 2 +- .../Unlit_WF_UnToon_PowerCap_Opaque.shader | 2 +- ...nlit_WF_UnToon_PowerCap_TransCutout.shader | 2 +- ...nlit_WF_UnToon_PowerCap_Transparent.shader | 2 +- ...WF_UnToon_PowerCap_Transparent3Pass.shader | 2 +- Shaders/Unlit_WF_UnToon_Tess_Opaque.shader | 2 +- .../Unlit_WF_UnToon_Tess_TransCutout.shader | 2 +- .../Unlit_WF_UnToon_Tess_Transparent.shader | 2 +- ...lit_WF_UnToon_Tess_Transparent3Pass.shader | 2 +- Shaders/Unlit_WF_UnToon_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_Transparent.shader | 2 +- .../Unlit_WF_UnToon_Transparent3Pass.shader | 2 +- .../Unlit_WF_UnToon_Transparent_Mask.shader | 2 +- ...Unlit_WF_UnToon_Transparent_MaskOut.shader | 2 +- ...WF_UnToon_Transparent_MaskOut_Blend.shader | 2 +- .../Unlit_WF_UnToon_TriShade_Opaque.shader | 2 +- ...nlit_WF_UnToon_TriShade_TransCutout.shader | 2 +- ...nlit_WF_UnToon_TriShade_Transparent.shader | 2 +- ...WF_UnToon_TriShade_Transparent3Pass.shader | 2 +- ...WF_UnToon_TriShade_Transparent_Mask.shader | 2 +- ...UnToon_TriShade_Transparent_MaskOut.shader | 2 +- ..._TriShade_Transparent_MaskOut_Blend.shader | 2 +- .../Unlit_WF_Water_Caustics_Addition.shader | 2 +- Shaders/Unlit_WF_Water_DepthFog_Fade.shader | 2 +- Shaders/Unlit_WF_Water_Lamp_Addition.shader | 2 +- Shaders/Unlit_WF_Water_Sun_Addition.shader | 2 +- ..._Water_Surface_Custom_Mirror_Opaque.shader | 2 +- ...r_Surface_Custom_Mirror_TransCutout.shader | 2 +- ...r_Surface_Custom_Mirror_Transparent.shader | 2 +- Shaders/Unlit_WF_Water_Surface_Opaque.shader | 2 +- .../Unlit_WF_Water_Surface_TransCutout.shader | 2 +- .../Unlit_WF_Water_Surface_Transparent.shader | 2 +- ..._Water_Surface_TransparentRefracted.shader | 2 +- version.json | 2 +- 111 files changed, 130 insertions(+), 110 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 6043f387..74e3f12c 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,5 +1,25 @@ # Change Log +## 2024-07-21 (2.2.0) +https://github.com/whiteflare/Unlit_WF_ShaderSuite/releases/tag/UnlitWF_Shader_20240721 + +### Added +- Shader + - MainTexture 2nd 機能を追加しました。 + - EmissiveScroll に波形グラデーションテクスチャを追加しました。 + - EmissiveAudioLink にディレイを追加しました。 + +### Changed +- GUI + - Hierarchy右クリックの「UnlitWF Shader/マテリアルのクリンナップ」を復活させました。 + - グラデーションマップを参照する時の縦座標を今までは 0.0 で参照していたものを 0.5 に変更しました。 + +### Fixed +- GUI + - 機能を有効化したときにデフォルトテクスチャが割り当てられない問題を修正しました。 + +---- + ## 2024-06-12 (2.1.0) https://github.com/whiteflare/Unlit_WF_ShaderSuite/releases/tag/UnlitWF_Shader_20240612 diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader index c116ac4e..a652ee19 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_TransCutout.shader @@ -133,7 +133,7 @@ Shader "UnlitWF_URP/WF_FakeFur_FurOnly_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader index fcea047d..6ee5999f 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_FurOnly_Transparent.shader @@ -130,7 +130,7 @@ Shader "UnlitWF_URP/WF_FakeFur_FurOnly_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader index 7d4cb49a..63b739d4 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_TransCutout.shader @@ -189,7 +189,7 @@ Shader "UnlitWF_URP/WF_FakeFur_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader b/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader index 05190a77..77c34bc1 100644 --- a/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_FakeFur_Transparent.shader @@ -186,7 +186,7 @@ Shader "UnlitWF_URP/WF_FakeFur_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_Gem_Opaque.shader b/Shaders/URP/Unlit_WF_URP_Gem_Opaque.shader index 822f06c3..acabecbe 100644 --- a/Shaders/URP/Unlit_WF_URP_Gem_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_Gem_Opaque.shader @@ -76,7 +76,7 @@ Shader "UnlitWF_URP/WF_Gem_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_Gem_Transparent.shader b/Shaders/URP/Unlit_WF_URP_Gem_Transparent.shader index 6dd55b61..af07b277 100644 --- a/Shaders/URP/Unlit_WF_URP_Gem_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_Gem_Transparent.shader @@ -92,7 +92,7 @@ Shader "UnlitWF_URP/WF_Gem_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader index 776660b5..0edd4287 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Opaque.shader @@ -209,7 +209,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_OutlineOnly_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_OutlineOnly_Opaque.shader index ff79f207..cce43e37 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_OutlineOnly_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_OutlineOnly_Opaque.shader @@ -59,7 +59,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_OutlineOnly_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_OutlineOnly_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_OutlineOnly_TransCutout.shader index c503feda..8647ca66 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_OutlineOnly_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_OutlineOnly_TransCutout.shader @@ -70,7 +70,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_OutlineOnly_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader index 2e3532e8..52bf1cd6 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_Opaque.shader @@ -219,7 +219,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader index dfd2631a..883a04f6 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Outline_TransCutout.shader @@ -219,7 +219,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader index 104c4617..ff6a3f36 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransCutout.shader @@ -205,7 +205,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader index f11dda39..5dcfcc34 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_Transparent.shader @@ -214,7 +214,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransparentOverlay.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransparentOverlay.shader index b7442b5e..947c3760 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransparentOverlay.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Mobile_TransparentOverlay.shader @@ -80,7 +80,7 @@ Shader "UnlitWF_URP/UnToon_Mobile/WF_UnToon_Mobile_TransparentOverlay" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader index 74af41ea..a2b86211 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader @@ -350,7 +350,7 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_OutlineOnly_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_OutlineOnly_Opaque.shader index e1d7f8e2..9a520129 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_OutlineOnly_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_OutlineOnly_Opaque.shader @@ -61,7 +61,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_OutlineOnly_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_OutlineOnly_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_OutlineOnly_TransCutout.shader index 63bec273..54cd5b75 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_OutlineOnly_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_OutlineOnly_TransCutout.shader @@ -72,7 +72,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_OutlineOnly_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader index 95e34b0f..6ef76c17 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader @@ -366,7 +366,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader index 9bdc3cfc..a02298f0 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader @@ -377,7 +377,7 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader index 79c3a3ba..f5e52a9b 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader @@ -361,7 +361,7 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader index 9cb4c729..95810070 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader @@ -374,7 +374,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader index f150a3db..320d900e 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader @@ -377,7 +377,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader index cc5368eb..4538e521 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader @@ -377,7 +377,7 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 } SubShader { diff --git a/Shaders/URP/Unlit_WF_URP_Water_Surface_Opaque.shader b/Shaders/URP/Unlit_WF_URP_Water_Surface_Opaque.shader index d11619aa..354cc589 100644 --- a/Shaders/URP/Unlit_WF_URP_Water_Surface_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_Water_Surface_Opaque.shader @@ -110,7 +110,7 @@ Shader "UnlitWF_URP/WF_Water_Surface_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/URP/Unlit_WF_URP_Water_Surface_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_Water_Surface_TransCutout.shader index 159da4d0..7ed7ee9f 100644 --- a/Shaders/URP/Unlit_WF_URP_Water_Surface_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_Water_Surface_TransCutout.shader @@ -119,7 +119,7 @@ Shader "UnlitWF_URP/WF_Water_Surface_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/URP/Unlit_WF_URP_Water_Surface_Transparent.shader b/Shaders/URP/Unlit_WF_URP_Water_Surface_Transparent.shader index edb391dc..29abec9e 100644 --- a/Shaders/URP/Unlit_WF_URP_Water_Surface_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_Water_Surface_Transparent.shader @@ -124,7 +124,7 @@ Shader "UnlitWF_URP/WF_Water_Surface_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_DebugView.shader b/Shaders/Unlit_WF_DebugView.shader index a199c42b..60040773 100644 --- a/Shaders/Unlit_WF_DebugView.shader +++ b/Shaders/Unlit_WF_DebugView.shader @@ -59,7 +59,7 @@ Shader "UnlitWF/Debug/WF_DebugView" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader index f11f2e4a..caf2f664 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_Mix.shader @@ -162,7 +162,7 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Mix" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _VRCFallback ("Hidden", Float) = 0 diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader index d36b1de7..df21f35e 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_TransCutout.shader @@ -158,7 +158,7 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _VRCFallback ("Hidden", Float) = 0 diff --git a/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader b/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader index e5d4ae1f..06d2237e 100644 --- a/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader +++ b/Shaders/Unlit_WF_FakeFur_FurOnly_Transparent.shader @@ -155,7 +155,7 @@ Shader "UnlitWF/WF_FakeFur_FurOnly_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _VRCFallback ("Hidden", Float) = 0 diff --git a/Shaders/Unlit_WF_FakeFur_Mix.shader b/Shaders/Unlit_WF_FakeFur_Mix.shader index 6a2b20d9..216bc242 100644 --- a/Shaders/Unlit_WF_FakeFur_Mix.shader +++ b/Shaders/Unlit_WF_FakeFur_Mix.shader @@ -220,7 +220,7 @@ Shader "UnlitWF/WF_FakeFur_Mix" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_FakeFur_TransCutout.shader b/Shaders/Unlit_WF_FakeFur_TransCutout.shader index 5489d300..f9d50ded 100644 --- a/Shaders/Unlit_WF_FakeFur_TransCutout.shader +++ b/Shaders/Unlit_WF_FakeFur_TransCutout.shader @@ -214,7 +214,7 @@ Shader "UnlitWF/WF_FakeFur_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_FakeFur_Transparent.shader b/Shaders/Unlit_WF_FakeFur_Transparent.shader index 11d3148c..1b61f3a5 100644 --- a/Shaders/Unlit_WF_FakeFur_Transparent.shader +++ b/Shaders/Unlit_WF_FakeFur_Transparent.shader @@ -211,7 +211,7 @@ Shader "UnlitWF/WF_FakeFur_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_Gem_Opaque.shader b/Shaders/Unlit_WF_Gem_Opaque.shader index 77ecd55b..6ebf54bd 100644 --- a/Shaders/Unlit_WF_Gem_Opaque.shader +++ b/Shaders/Unlit_WF_Gem_Opaque.shader @@ -134,7 +134,7 @@ Shader "UnlitWF/WF_Gem_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_Gem_Transparent.shader b/Shaders/Unlit_WF_Gem_Transparent.shader index 81d5bc1f..45bedfa9 100644 --- a/Shaders/Unlit_WF_Gem_Transparent.shader +++ b/Shaders/Unlit_WF_Gem_Transparent.shader @@ -166,7 +166,7 @@ Shader "UnlitWF/WF_Gem_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_Grass_TransCutout.shader b/Shaders/Unlit_WF_Grass_TransCutout.shader index 9e0a813c..280ce972 100644 --- a/Shaders/Unlit_WF_Grass_TransCutout.shader +++ b/Shaders/Unlit_WF_Grass_TransCutout.shader @@ -76,7 +76,7 @@ Shader "UnlitWF/WF_Grass_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Particle_Addition.shader b/Shaders/Unlit_WF_Particle_Addition.shader index 2b3edc3f..15645609 100644 --- a/Shaders/Unlit_WF_Particle_Addition.shader +++ b/Shaders/Unlit_WF_Particle_Addition.shader @@ -80,7 +80,7 @@ Shader "UnlitWF/WF_Particle_Addition" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Particle_Multiply.shader b/Shaders/Unlit_WF_Particle_Multiply.shader index 901ca14d..fca2f657 100644 --- a/Shaders/Unlit_WF_Particle_Multiply.shader +++ b/Shaders/Unlit_WF_Particle_Multiply.shader @@ -80,7 +80,7 @@ Shader "UnlitWF/WF_Particle_Multiply" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Particle_Opaque.shader b/Shaders/Unlit_WF_Particle_Opaque.shader index 47d8349f..83a98356 100644 --- a/Shaders/Unlit_WF_Particle_Opaque.shader +++ b/Shaders/Unlit_WF_Particle_Opaque.shader @@ -88,7 +88,7 @@ Shader "UnlitWF/WF_Particle_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Particle_TransCutout.shader b/Shaders/Unlit_WF_Particle_TransCutout.shader index aaf1df65..0b681a54 100644 --- a/Shaders/Unlit_WF_Particle_TransCutout.shader +++ b/Shaders/Unlit_WF_Particle_TransCutout.shader @@ -99,7 +99,7 @@ Shader "UnlitWF/WF_Particle_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Particle_Transparent.shader b/Shaders/Unlit_WF_Particle_Transparent.shader index ede76625..395e5d65 100644 --- a/Shaders/Unlit_WF_Particle_Transparent.shader +++ b/Shaders/Unlit_WF_Particle_Transparent.shader @@ -106,7 +106,7 @@ Shader "UnlitWF/WF_Particle_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader index 5432b21f..b8191aea 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Addition.shader @@ -156,7 +156,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Addition" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _Category ("BRP|UnToon|Custom/ClearCoat|Addition", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader index a78967d8..2cd04756 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader @@ -391,7 +391,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader index 0dffcd24..4047bb90 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader @@ -402,7 +402,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader index 30a21ec1..62517ebd 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader @@ -413,7 +413,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _ClearBgSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader index d584d863..e800bfaf 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader @@ -376,7 +376,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostOpaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader index c7dece37..1c166422 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader @@ -392,7 +392,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_LameOnly_Transparent.shader b/Shaders/Unlit_WF_UnToon_Custom_LameOnly_Transparent.shader index 43763ac1..43de48d0 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_LameOnly_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_LameOnly_Transparent.shader @@ -68,7 +68,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_LameOnly_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _Category ("BRP|UnToon|Custom/LameOnly|Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader index 243af82d..e2416dd5 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader @@ -388,7 +388,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader index 84b8d023..33f2feac 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader @@ -389,7 +389,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader index 18751a1d..78bf7d5f 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader @@ -536,7 +536,7 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader index 49e7c97a..892739e2 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader @@ -547,7 +547,7 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_TransCutout" [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader index d91ea00b..a9d5247f 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader @@ -467,7 +467,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader index f971787b..e9268f84 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader @@ -478,7 +478,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/WF_UnToon_TransCutout", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader b/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader index d6746709..898a295b 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader @@ -383,7 +383,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_FrostedGlass" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader b/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader index 3e05b02e..71a3397e 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader @@ -416,7 +416,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_Refracted" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_DepthOnly.shader b/Shaders/Unlit_WF_UnToon_DepthOnly.shader index 0e792012..d571128e 100644 --- a/Shaders/Unlit_WF_UnToon_DepthOnly.shader +++ b/Shaders/Unlit_WF_UnToon_DepthOnly.shader @@ -36,7 +36,7 @@ Shader "UnlitWF/WF_UnToon_DepthOnly" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Hidden.shader b/Shaders/Unlit_WF_UnToon_Hidden.shader index 0f4ac7d8..e1c8dcd1 100644 --- a/Shaders/Unlit_WF_UnToon_Hidden.shader +++ b/Shaders/Unlit_WF_UnToon_Hidden.shader @@ -19,7 +19,7 @@ Shader "Hidden/UnlitWF/WF_UnToon_Hidden" { Properties { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader index 067550df..0c535735 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader @@ -231,7 +231,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_Opaque.shader index 6b425af5..c97dfa3b 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_Opaque.shader @@ -61,7 +61,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_OutlineOnly_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_TransCutout.shader index 832ee163..142ecbd6 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_OutlineOnly_TransCutout.shader @@ -72,7 +72,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_OutlineOnly_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader index 8cee0c9b..2a5f72b0 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader @@ -245,7 +245,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader index ed5f5e04..1e7012ad 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader @@ -241,7 +241,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader index be26de1f..11e15676 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader @@ -227,7 +227,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader index 2a0a8d94..a518ec11 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader @@ -235,7 +235,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_TransparentOverlay.shader b/Shaders/Unlit_WF_UnToon_Mobile_TransparentOverlay.shader index 3ccf8f91..9ff3bb15 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_TransparentOverlay.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_TransparentOverlay.shader @@ -82,7 +82,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransparentOverlay" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _ClearBgSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Opaque.shader b/Shaders/Unlit_WF_UnToon_Opaque.shader index ababcd7f..5cacbdd2 100644 --- a/Shaders/Unlit_WF_UnToon_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Opaque.shader @@ -395,7 +395,7 @@ Shader "UnlitWF/WF_UnToon_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_OutlineOnly_Opaque.shader b/Shaders/Unlit_WF_UnToon_OutlineOnly_Opaque.shader index 327aa2d8..8a9aa8d7 100644 --- a/Shaders/Unlit_WF_UnToon_OutlineOnly_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_OutlineOnly_Opaque.shader @@ -86,7 +86,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_OutlineOnly_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_OutlineOnly_TransCutout.shader b/Shaders/Unlit_WF_UnToon_OutlineOnly_TransCutout.shader index 1f8acb0b..7eba4a23 100644 --- a/Shaders/Unlit_WF_UnToon_OutlineOnly_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_OutlineOnly_TransCutout.shader @@ -97,7 +97,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_OutlineOnly_TransCutout", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent.shader b/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent.shader index 1fc5ba27..a106ea50 100644 --- a/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent.shader @@ -97,7 +97,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _VRCFallback ("Hidden", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent_MaskOut.shader index 4b88a110..b332e871 100644 --- a/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_OutlineOnly_Transparent_MaskOut.shader @@ -101,7 +101,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_OutlineOnly_Transparent_MaskOut" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _VRCFallback ("Hidden", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader index 4f8a25ea..98cb88b0 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader @@ -422,7 +422,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader index b1917a65..b0feebd8 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader @@ -433,7 +433,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader index 604385b9..8e90fed5 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader @@ -448,7 +448,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _ClearBgSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader index 654ce3d9..5d4df8d4 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader @@ -451,7 +451,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _ClearBgSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader index 27fcd4f7..d334cb33 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader @@ -451,7 +451,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _ClearBgSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader index 1222a70a..dcadff91 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader @@ -452,7 +452,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _ClearBgSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader index 63fd2702..a6b4cb48 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader @@ -520,7 +520,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader index 18b82418..e88e99e4 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader @@ -531,7 +531,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader index c4e11a72..9612a474 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader @@ -558,7 +558,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _ClearBgSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader index dfa63d98..687baa57 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader @@ -559,7 +559,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _ClearBgSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader index f88ddb6a..17824706 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader @@ -431,7 +431,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader index f7eef607..5c33a349 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader @@ -442,7 +442,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader index 2e3ed852..6c0bc278 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader @@ -443,7 +443,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader index ae1d48a2..385088fd 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader @@ -460,7 +460,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TransCutout.shader index 26bd2f76..e8bfc340 100644 --- a/Shaders/Unlit_WF_UnToon_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TransCutout.shader @@ -406,7 +406,7 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Transparent.shader b/Shaders/Unlit_WF_UnToon_Transparent.shader index 0ecc9193..6c3b76a7 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent.shader @@ -421,7 +421,7 @@ Shader "UnlitWF/WF_UnToon_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _ClearBgSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader index 8921e1ba..61c06b00 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader @@ -422,7 +422,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _ClearBgSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader index 729c0dec..3bb91391 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader @@ -424,7 +424,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _ClearBgSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader index b4420732..7b62eeed 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader @@ -424,7 +424,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _ClearBgSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader index 678741c2..118a1594 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader @@ -425,7 +425,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _ClearBgSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader index 373628d4..7ee39214 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Opaque.shader @@ -300,7 +300,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader index 292b2c34..dfab8cfd 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_TransCutout.shader @@ -311,7 +311,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader index ff2211a4..cf676f97 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent.shader @@ -322,7 +322,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader index 9633fbfc..4d63eb7b 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent3Pass.shader @@ -325,7 +325,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent3Pass" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader index ceddd78b..a63940ea 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_Mask.shader @@ -309,7 +309,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_Mask" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader index 178443e3..67974d9c 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut.shader @@ -325,7 +325,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader index 21d07401..78673d76 100644 --- a/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_TriShade_Transparent_MaskOut_Blend.shader @@ -326,7 +326,7 @@ Shader "UnlitWF/UnToon_TriShade/WF_UnToon_TriShade_Transparent_MaskOut_Blend" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0 diff --git a/Shaders/Unlit_WF_Water_Caustics_Addition.shader b/Shaders/Unlit_WF_Water_Caustics_Addition.shader index 7b6a633a..31ce6c21 100644 --- a/Shaders/Unlit_WF_Water_Caustics_Addition.shader +++ b/Shaders/Unlit_WF_Water_Caustics_Addition.shader @@ -65,7 +65,7 @@ Shader "UnlitWF/WF_Water_Caustics_Addition" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Water_DepthFog_Fade.shader b/Shaders/Unlit_WF_Water_DepthFog_Fade.shader index 623086ff..4a527109 100644 --- a/Shaders/Unlit_WF_Water_DepthFog_Fade.shader +++ b/Shaders/Unlit_WF_Water_DepthFog_Fade.shader @@ -29,7 +29,7 @@ Shader "UnlitWF/WF_Water_DepthFog_Fade" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Water_Lamp_Addition.shader b/Shaders/Unlit_WF_Water_Lamp_Addition.shader index 55bbcc1e..55f866f2 100644 --- a/Shaders/Unlit_WF_Water_Lamp_Addition.shader +++ b/Shaders/Unlit_WF_Water_Lamp_Addition.shader @@ -76,7 +76,7 @@ Shader "UnlitWF/WF_Water_Lamp_Addition" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Water_Sun_Addition.shader b/Shaders/Unlit_WF_Water_Sun_Addition.shader index f327df82..387c0f8d 100644 --- a/Shaders/Unlit_WF_Water_Sun_Addition.shader +++ b/Shaders/Unlit_WF_Water_Sun_Addition.shader @@ -72,7 +72,7 @@ Shader "UnlitWF/WF_Water_Sun_Addition" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_Opaque.shader b/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_Opaque.shader index a2ba32c0..d4f1e55e 100644 --- a/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_Opaque.shader +++ b/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_Opaque.shader @@ -111,7 +111,7 @@ Shader "UnlitWF/WF_Water_Surface_Custom_Mirror_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_TransCutout.shader b/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_TransCutout.shader index 1456ac08..361056e4 100644 --- a/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_TransCutout.shader +++ b/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_TransCutout.shader @@ -120,7 +120,7 @@ Shader "UnlitWF/WF_Water_Surface_Custom_Mirror_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_Transparent.shader b/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_Transparent.shader index 5fdef525..5bfdf481 100644 --- a/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_Transparent.shader +++ b/Shaders/Unlit_WF_Water_Surface_Custom_Mirror_Transparent.shader @@ -125,7 +125,7 @@ Shader "UnlitWF/WF_Water_Surface_Custom_Mirror_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Water_Surface_Opaque.shader b/Shaders/Unlit_WF_Water_Surface_Opaque.shader index c963f245..2ed9ec8c 100644 --- a/Shaders/Unlit_WF_Water_Surface_Opaque.shader +++ b/Shaders/Unlit_WF_Water_Surface_Opaque.shader @@ -110,7 +110,7 @@ Shader "UnlitWF/WF_Water_Surface_Opaque" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Water_Surface_TransCutout.shader b/Shaders/Unlit_WF_Water_Surface_TransCutout.shader index e03bc0b8..ecfda921 100644 --- a/Shaders/Unlit_WF_Water_Surface_TransCutout.shader +++ b/Shaders/Unlit_WF_Water_Surface_TransCutout.shader @@ -119,7 +119,7 @@ Shader "UnlitWF/WF_Water_Surface_TransCutout" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Water_Surface_Transparent.shader b/Shaders/Unlit_WF_Water_Surface_Transparent.shader index 5f6c7091..d314513f 100644 --- a/Shaders/Unlit_WF_Water_Surface_Transparent.shader +++ b/Shaders/Unlit_WF_Water_Surface_Transparent.shader @@ -124,7 +124,7 @@ Shader "UnlitWF/WF_Water_Surface_Transparent" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _QuestSupported ("True", Float) = 0 diff --git a/Shaders/Unlit_WF_Water_Surface_TransparentRefracted.shader b/Shaders/Unlit_WF_Water_Surface_TransparentRefracted.shader index 42f6ba56..6147b41c 100644 --- a/Shaders/Unlit_WF_Water_Surface_TransparentRefracted.shader +++ b/Shaders/Unlit_WF_Water_Surface_TransparentRefracted.shader @@ -133,7 +133,7 @@ Shader "UnlitWF/WF_Water_Surface_Transparent_Refracted" { [HideInInspector] [WF_FixFloat(0.0)] - _CurrentVersion ("2024/06/12 (2.1.0)", Float) = 0 + _CurrentVersion ("2024/07/21 (2.2.0)", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/WF_Water_Surface_Transparent", Float) = 0 diff --git a/version.json b/version.json index 3255b66a..0b6ad541 100644 --- a/version.json +++ b/version.json @@ -1 +1 @@ -{ "latestVersion": "2024/06/12 (2.1.0)", "downloadPage": "/releases/tag/UnlitWF_Shader_20240612" } \ No newline at end of file +{ "latestVersion": "2024/07/21 (2.2.0)", "downloadPage": "/releases/tag/UnlitWF_Shader_20240721" } \ No newline at end of file From 8f501c03d9260e3a46ea765e8b52c5e1d78a4633 Mon Sep 17 00:00:00 2001 From: whiteflare Date: Wed, 17 Jul 2024 20:15:28 +0900 Subject: [PATCH 12/12] =?UTF-8?q?DisplayName=20=E3=82=84=E3=81=A3=E3=81=B1?= =?UTF-8?q?=E3=82=8A=E3=81=93=E3=81=A3=E3=81=A1=E3=81=8C=E8=89=AF=E3=81=84?= =?UTF-8?q?=E3=81=A3=E3=81=A6=E3=81=AA=E3=81=A3=E3=81=9F=E3=81=AE=E3=81=A7?= =?UTF-8?q?=E4=BF=AE=E6=AD=A3?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Editor/WF_Dictionary.cs | 5 ++++- Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader | 4 ++-- Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader | 4 ++-- Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader | 4 ++-- Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader | 4 ++-- Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader | 4 ++-- Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader | 4 ++-- Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader | 4 ++-- Shaders/Unlit_WF_Gem_Opaque.shader | 2 +- Shaders/Unlit_WF_Gem_Transparent.shader | 2 +- Shaders/Unlit_WF_Particle_Addition.shader | 2 +- Shaders/Unlit_WF_Particle_Multiply.shader | 2 +- Shaders/Unlit_WF_Particle_Opaque.shader | 2 +- Shaders/Unlit_WF_Particle_TransCutout.shader | 2 +- Shaders/Unlit_WF_Particle_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader | 6 +++--- .../Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader | 6 +++--- ...lit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader | 6 +++--- .../Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader | 6 +++--- .../Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader | 2 +- Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader | 2 +- Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader | 2 +- Shaders/Unlit_WF_UnToon_Opaque.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Outline_Opaque.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Outline_Transparent.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader | 6 +++--- ...Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader | 6 +++--- Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader | 6 +++--- Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader | 6 +++--- Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader | 6 +++--- Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Tess_Opaque.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Tess_Transparent.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader | 6 +++--- Shaders/Unlit_WF_UnToon_TransCutout.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Transparent.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Transparent3Pass.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Transparent_Mask.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader | 6 +++--- Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader | 6 +++--- 54 files changed, 132 insertions(+), 129 deletions(-) diff --git a/Editor/WF_Dictionary.cs b/Editor/WF_Dictionary.cs index 79178486..6bda80a8 100644 --- a/Editor/WF_Dictionary.cs +++ b/Editor/WF_Dictionary.cs @@ -553,6 +553,9 @@ private static Dictionary ToWFCustomKeywordSetti new WFI18NTranslation("AL", "Power", "アルファ強度"), new WFI18NTranslation("AL", "Fresnel Power", "フレネル強度"), new WFI18NTranslation("AL", "Cutoff Threshold", "カットアウトしきい値"), + // MainTexture2nd + new WFI18NTranslation("TX2", "Main Texture 2nd", "メインテクスチャ 2nd"), + new WFI18NTranslation("TX2", "Color 2nd", "マテリアルカラー 2nd"), // BackFace Texture new WFI18NTranslation("BKT", "Back Texture", "裏面テクスチャ"), new WFI18NTranslation("BKT", "Back Color", "裏面色"), @@ -662,7 +665,7 @@ private static Dictionary ToWFCustomKeywordSetti new WFI18NTranslation("ES", "Threshold (Max)", "しきい値 (Max)"), new WFI18NTranslation("ES", "Dont Emit when AudioLink is disabled", "AudioLink無効時は光らせない"), new WFI18NTranslation("ES", "Delay Direction", "ディレイ方向"), - new WFI18NTranslation("ES", "Delay Control Texture", "ディレイ制御テクスチャ"), + new WFI18NTranslation("ES", "Delay Control Texture (R)", "ディレイ制御テクスチャ (R)"), new WFI18NTranslation("ES", "Delay Reverse", "ディレイ反転"), new WFI18NTranslation("ES", "Delay Length", "ディレイ長"), // Outline diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader index a2b86211..132f7a80 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Opaque.shader @@ -30,9 +30,9 @@ Shader "UnlitWF_URP/WF_UnToon_Opaque" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader index 6ef76c17..9476a7dc 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_Opaque.shader @@ -46,9 +46,9 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_Opaque" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader index a02298f0..0e4f677b 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Outline_TransCutout.shader @@ -57,9 +57,9 @@ Shader "UnlitWF_URP/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader index f5e52a9b..2d9c6fa0 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_TransCutout.shader @@ -41,9 +41,9 @@ Shader "UnlitWF_URP/WF_UnToon_TransCutout" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader index 95810070..3dfc0850 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent.shader @@ -43,9 +43,9 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader index 320d900e..be38adc1 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_Mask.shader @@ -46,9 +46,9 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_Mask" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] diff --git a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader index 4538e521..e38d21a2 100644 --- a/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader +++ b/Shaders/URP/Unlit_WF_URP_UnToon_Transparent_MaskOut.shader @@ -46,9 +46,9 @@ Shader "UnlitWF_URP/WF_UnToon_Transparent_MaskOut" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] diff --git a/Shaders/Unlit_WF_Gem_Opaque.shader b/Shaders/Unlit_WF_Gem_Opaque.shader index 6ebf54bd..287e997e 100644 --- a/Shaders/Unlit_WF_Gem_Opaque.shader +++ b/Shaders/Unlit_WF_Gem_Opaque.shader @@ -98,7 +98,7 @@ Shader "UnlitWF/WF_Gem_Opaque" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_Gem_Transparent.shader b/Shaders/Unlit_WF_Gem_Transparent.shader index 45bedfa9..69b4b586 100644 --- a/Shaders/Unlit_WF_Gem_Transparent.shader +++ b/Shaders/Unlit_WF_Gem_Transparent.shader @@ -130,7 +130,7 @@ Shader "UnlitWF/WF_Gem_Transparent" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_Particle_Addition.shader b/Shaders/Unlit_WF_Particle_Addition.shader index 15645609..9ca11b98 100644 --- a/Shaders/Unlit_WF_Particle_Addition.shader +++ b/Shaders/Unlit_WF_Particle_Addition.shader @@ -73,7 +73,7 @@ Shader "UnlitWF/WF_Particle_Addition" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_Particle_Multiply.shader b/Shaders/Unlit_WF_Particle_Multiply.shader index fca2f657..cfe78e33 100644 --- a/Shaders/Unlit_WF_Particle_Multiply.shader +++ b/Shaders/Unlit_WF_Particle_Multiply.shader @@ -73,7 +73,7 @@ Shader "UnlitWF/WF_Particle_Multiply" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_Particle_Opaque.shader b/Shaders/Unlit_WF_Particle_Opaque.shader index 83a98356..99224795 100644 --- a/Shaders/Unlit_WF_Particle_Opaque.shader +++ b/Shaders/Unlit_WF_Particle_Opaque.shader @@ -73,7 +73,7 @@ Shader "UnlitWF/WF_Particle_Opaque" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_Particle_TransCutout.shader b/Shaders/Unlit_WF_Particle_TransCutout.shader index 0b681a54..0e9b8b70 100644 --- a/Shaders/Unlit_WF_Particle_TransCutout.shader +++ b/Shaders/Unlit_WF_Particle_TransCutout.shader @@ -84,7 +84,7 @@ Shader "UnlitWF/WF_Particle_TransCutout" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_Particle_Transparent.shader b/Shaders/Unlit_WF_Particle_Transparent.shader index 395e5d65..d8a18820 100644 --- a/Shaders/Unlit_WF_Particle_Transparent.shader +++ b/Shaders/Unlit_WF_Particle_Transparent.shader @@ -91,7 +91,7 @@ Shader "UnlitWF/WF_Particle_Transparent" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader index 2cd04756..9a0d81c9 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Opaque.shader @@ -37,9 +37,9 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -357,7 +357,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Opaque" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader index 4047bb90..78ab4633 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_TransCutout.shader @@ -48,9 +48,9 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -368,7 +368,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_TransCutout" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader index 62517ebd..ae72c583 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_ClearCoat_Transparent.shader @@ -50,9 +50,9 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -378,7 +378,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_ClearCoat_Transparent" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader index e800bfaf..c3d42db8 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostOpaque.shader @@ -34,9 +34,9 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostOpaque" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -342,7 +342,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostOpaque" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader index 1c166422..36c45e18 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_GhostTransparent.shader @@ -42,9 +42,9 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -360,7 +360,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_GhostTransparent" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader index e2416dd5..c122f577 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Mirror_Opaque.shader @@ -35,9 +35,9 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -354,7 +354,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_MirrorControl_Opaque" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader index 33f2feac..4471e38d 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_OffsetOutline_Opaque.shader @@ -47,9 +47,9 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -355,7 +355,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_OffsetOutline_Opaque" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader index 78bf7d5f..89e48338 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_Opaque.shader @@ -46,9 +46,9 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_Opaque" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -479,7 +479,7 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_Opaque" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader index 892739e2..28735ee2 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_PowerCap_Outline_TransCutout.shader @@ -57,9 +57,9 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_TransCutout" _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -490,7 +490,7 @@ Shader "UnlitWF/UnToon_PowerCap_Outline/WF_UnToon_PowerCap_Outline_TransCutout" [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader index a9d5247f..cfdb725a 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_Opaque.shader @@ -55,9 +55,9 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -410,7 +410,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_Opaque" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader index e9268f84..87d39345 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Tess_PowerCap_TransCutout.shader @@ -66,9 +66,9 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_TransCutout" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -421,7 +421,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Tess_PowerCap_TransCutout" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader b/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader index 898a295b..b035c33f 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Transparent_FrostedGlass.shader @@ -51,9 +51,9 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_FrostedGlass" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -348,7 +348,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_FrostedGlass" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader b/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader index 71a3397e..01f5025b 100644 --- a/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader +++ b/Shaders/Unlit_WF_UnToon_Custom_Transparent_Refracted.shader @@ -50,9 +50,9 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_Refracted" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -381,7 +381,7 @@ Shader "UnlitWF/Custom/WF_UnToon_Custom_Transparent_Refracted" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader index 0c535735..c23e3ed4 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Opaque.shader @@ -197,7 +197,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader index 2a5f72b0..69cbb3cb 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_Opaque.shader @@ -211,7 +211,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_Opaque" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader index 1e7012ad..e7679c7c 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Outline_TransCutout.shader @@ -207,7 +207,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Outline_TransCutout" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader index 11e15676..cac31545 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_TransCutout.shader @@ -193,7 +193,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_TransCutout" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader index a518ec11..c9f88d82 100644 --- a/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Mobile_Transparent.shader @@ -203,7 +203,7 @@ Shader "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Opaque.shader b/Shaders/Unlit_WF_UnToon_Opaque.shader index 5cacbdd2..fae16fb5 100644 --- a/Shaders/Unlit_WF_UnToon_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Opaque.shader @@ -30,9 +30,9 @@ Shader "UnlitWF/WF_UnToon_Opaque" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -349,7 +349,7 @@ Shader "UnlitWF/WF_UnToon_Opaque" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader index 98cb88b0..4be2b293 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Opaque.shader @@ -46,9 +46,9 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -365,7 +365,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Opaque" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader index b0feebd8..fa481674 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_TransCutout.shader @@ -57,9 +57,9 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -376,7 +376,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_TransCutout" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader index 8e90fed5..0084d54b 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent.shader @@ -59,9 +59,9 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -390,7 +390,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader index 5d4df8d4..869586bc 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent3Pass.shader @@ -62,9 +62,9 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -393,7 +393,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent3Pass" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader index d334cb33..d81babe7 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut.shader @@ -62,9 +62,9 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -393,7 +393,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader index dcadff91..63f1e7a1 100644 --- a/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Outline_Transparent_MaskOut_Blend.shader @@ -63,9 +63,9 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -394,7 +394,7 @@ Shader "UnlitWF/UnToon_Outline/WF_UnToon_Outline_Transparent_MaskOut_Blend" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader index a6b4cb48..b8a134bd 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Opaque.shader @@ -30,9 +30,9 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -463,7 +463,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Opaque" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader index e88e99e4..c9dae4f0 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_TransCutout.shader @@ -41,9 +41,9 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -474,7 +474,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_TransCutout" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader index 9612a474..c7ae03c1 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent.shader @@ -43,9 +43,9 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -500,7 +500,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader index 687baa57..0945b014 100644 --- a/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_PowerCap_Transparent3Pass.shader @@ -44,9 +44,9 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -501,7 +501,7 @@ Shader "UnlitWF/UnToon_PowerCap/WF_UnToon_PowerCap_Transparent3Pass" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader index 17824706..824d1000 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Opaque.shader @@ -55,9 +55,9 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -374,7 +374,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Opaque" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader index 5c33a349..1c7f6b0a 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_TransCutout.shader @@ -66,9 +66,9 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -385,7 +385,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_TransCutout" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader index 6c0bc278..77e40b70 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent.shader @@ -54,9 +54,9 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -385,7 +385,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader index 385088fd..efdd70e4 100644 --- a/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Tess_Transparent3Pass.shader @@ -71,9 +71,9 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -402,7 +402,7 @@ Shader "UnlitWF/UnToon_Tessellation/WF_UnToon_Tess_Transparent3Pass" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_TransCutout.shader b/Shaders/Unlit_WF_UnToon_TransCutout.shader index e8bfc340..c2a00eee 100644 --- a/Shaders/Unlit_WF_UnToon_TransCutout.shader +++ b/Shaders/Unlit_WF_UnToon_TransCutout.shader @@ -41,9 +41,9 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -360,7 +360,7 @@ Shader "UnlitWF/WF_UnToon_TransCutout" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Transparent.shader b/Shaders/Unlit_WF_UnToon_Transparent.shader index 6c3b76a7..9c3f31b1 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent.shader @@ -43,9 +43,9 @@ Shader "UnlitWF/WF_UnToon_Transparent" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -374,7 +374,7 @@ Shader "UnlitWF/WF_UnToon_Transparent" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader index 61c06b00..be510a6e 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent3Pass.shader @@ -44,9 +44,9 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -375,7 +375,7 @@ Shader "UnlitWF/WF_UnToon_Transparent3Pass" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader index 3bb91391..13a0acef 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_Mask.shader @@ -46,9 +46,9 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -377,7 +377,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_Mask" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader index 7b62eeed..0709978c 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut.shader @@ -46,9 +46,9 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -377,7 +377,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32 diff --git a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader index 118a1594..5bfb5b44 100644 --- a/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader +++ b/Shaders/Unlit_WF_UnToon_Transparent_MaskOut_Blend.shader @@ -47,9 +47,9 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { _TX2_Enable ("[TX2] Enable", Float) = 0 [Enum(UV1,0,UV2,1)] _TX2_UVType ("[TX2] UV Type", Float) = 0 - _TX2_MainTex ("[TX2] Main Texture", 2D) = "white" {} + _TX2_MainTex ("[TX2] Main Texture 2nd", 2D) = "white" {} [HDR] - _TX2_Color ("[TX2] Color", Color) = (1, 1, 1, 1) + _TX2_Color ("[TX2] Color 2nd", Color) = (1, 1, 1, 1) [NoScaleOffset] _TX2_MaskTex ("[TX2] Mask Texture (R)", 2D) = "white" {} [ToggleUI] @@ -378,7 +378,7 @@ Shader "UnlitWF/WF_UnToon_Transparent_MaskOut_Blend" { [Enum(NONE,0,UV1_X,1,UV1_Y,2,UV2_X,3,UV2_Y,4,UV1_TEX,5)] _ES_AU_DelayDir ("[ES] Delay Direction", Float) = 0 [NoScaleOffset] - _ES_AU_DelayTex ("[ES] Delay Control Texture", 2D) = "black" {} + _ES_AU_DelayTex ("[ES] Delay Control Texture (R)", 2D) = "black" {} [ToggleUI] _ES_AU_DelayReverse ("[ES] Delay Reverse", Float) = 0 _ES_AU_DelayHistory ("[ES] Delay Length", Range(0,128)) = 32