浏览代码

Replace all toggleOff by ToggleUI [2018.1.b4 feature]

/main
Sebastien Lagarde 7 年前
当前提交
61ca3c01
共有 5 个文件被更改,包括 92 次插入92 次删除
  1. 48
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader
  2. 48
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
  3. 36
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader
  4. 38
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader
  5. 14
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader

48
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader


// Layer blending options
_LayerMaskMap("LayerMaskMap", 2D) = "white" {}
_LayerInfluenceMaskMap("LayerInfluenceMaskMap", 2D) = "white" {}
[ToggleOff] _UseHeightBasedBlend("UseHeightBasedBlend", Float) = 0.0
[ToggleUI] _UseHeightBasedBlend("UseHeightBasedBlend", Float) = 0.0
_HeightOffset0("Height Offset0", Float) = 0
_HeightOffset1("Height Offset1", Float) = 0

_HeightTransition("Height Transition", Range(0, 1.0)) = 0.0
[ToggleOff] _UseDensityMode("Use Density mode", Float) = 0.0
[ToggleOff] _UseMainLayerInfluence("UseMainLayerInfluence", Float) = 0.0
[ToggleUI] _UseDensityMode("Use Density mode", Float) = 0.0
[ToggleUI] _UseMainLayerInfluence("UseMainLayerInfluence", Float) = 0.0
_InheritBaseNormal1("_InheritBaseNormal1", Range(0, 1.0)) = 0.0
_InheritBaseNormal2("_InheritBaseNormal2", Range(0, 1.0)) = 0.0

_InheritBaseColor2("_InheritBaseColor2", Range(0, 1.0)) = 0.0
_InheritBaseColor3("_InheritBaseColor3", Range(0, 1.0)) = 0.0
[ToggleOff] _OpacityAsDensity0("_OpacityAsDensity0", Float) = 0.0
[ToggleOff] _OpacityAsDensity1("_OpacityAsDensity1", Float) = 0.0
[ToggleOff] _OpacityAsDensity2("_OpacityAsDensity2", Float) = 0.0
[ToggleOff] _OpacityAsDensity3("_OpacityAsDensity3", Float) = 0.0
[ToggleUI] _OpacityAsDensity0("_OpacityAsDensity0", Float) = 0.0
[ToggleUI] _OpacityAsDensity1("_OpacityAsDensity1", Float) = 0.0
[ToggleUI] _OpacityAsDensity2("_OpacityAsDensity2", Float) = 0.0
[ToggleUI] _OpacityAsDensity3("_OpacityAsDensity3", Float) = 0.0
[ToggleOff] _ObjectScaleAffectTile("_ObjectScaleAffectTile", Float) = 0.0
[ToggleUI] _ObjectScaleAffectTile("_ObjectScaleAffectTile", Float) = 0.0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBlendMask("UV Set for blendMask", Float) = 0
[HideInInspector] _UVMappingMaskBlendMask("_UVMappingMaskBlendMask", Color) = (1, 0, 0, 0)
_TexWorldScaleBlendMask("Tiling", Float) = 1.0

[ToggleOff] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
[ToggleUI] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
[ToggleOff] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
[ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

[HideInInspector] _CullMode("__cullmode", Float) = 2.0
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleOff] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[Enum(Flip, 0, Mirror, 1)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)

[ToggleOff] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0
[ToggleOff] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0
[ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
[ToggleUI] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0
[ToggleUI] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0
[ToggleUI] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
[ToggleOff] _EnableMotionVectorForVertexAnimation("EnableMotionVectorForVertexAnimation", Float) = 0.0
[ToggleUI] _EnableMotionVectorForVertexAnimation("EnableMotionVectorForVertexAnimation", Float) = 0.0
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5
_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15

[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
// Wind
[ToggleOff] _EnableWind("Enable Wind", Float) = 0.0
[ToggleUI] _EnableWind("Enable Wind", Float) = 0.0
_InitialBend("Initial Bend", float) = 1.0
_Stiffness("Stiffness", float) = 1.0
_Drag("Drag", float) = 1.0

[HideInInspector] _UVDetailsMappingMask2("_UVDetailsMappingMask2", Color) = (1, 0, 0, 0)
[HideInInspector] _UVDetailsMappingMask3("_UVDetailsMappingMask3", Color) = (1, 0, 0, 0)
[ToggleOff] _LinkDetailsWithBase0("LinkDetailsWithBase0", Float) = 1.0
[ToggleOff] _LinkDetailsWithBase1("LinkDetailsWithBase1", Float) = 1.0
[ToggleOff] _LinkDetailsWithBase2("LinkDetailsWithBase2", Float) = 1.0
[ToggleOff] _LinkDetailsWithBase3("LinkDetailsWithBase3", Float) = 1.0
[ToggleUI] _LinkDetailsWithBase0("LinkDetailsWithBase0", Float) = 1.0
[ToggleUI] _LinkDetailsWithBase1("LinkDetailsWithBase1", Float) = 1.0
[ToggleUI] _LinkDetailsWithBase2("LinkDetailsWithBase2", Float) = 1.0
[ToggleUI] _LinkDetailsWithBase3("LinkDetailsWithBase3", Float) = 1.0
[HideInInspector] _ShowMaterialReferences("_ShowMaterialReferences", Float) = 0
[HideInInspector] _ShowLayer0("_ShowLayer0", Float) = 0

// Transparency
[ToggleOff] _PreRefractionPass("PreRefractionPass", Float) = 0.0
[ToggleUI] _PreRefractionPass("PreRefractionPass", Float) = 0.0
// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
_MainTex("Albedo", 2D) = "white" {}

48
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader


// Layer blending options
_LayerMaskMap("LayerMaskMap", 2D) = "white" {}
_LayerInfluenceMaskMap("LayerInfluenceMaskMap", 2D) = "white" {}
[ToggleOff] _UseHeightBasedBlend("UseHeightBasedBlend", Float) = 0.0
[ToggleUI] _UseHeightBasedBlend("UseHeightBasedBlend", Float) = 0.0
_HeightOffset0("Height Offset0", Float) = 0
_HeightOffset1("Height Offset1", Float) = 0

_HeightTransition("Height Transition", Range(0, 1.0)) = 0.0
[ToggleOff] _UseDensityMode("Use Density mode", Float) = 0.0
[ToggleOff] _UseMainLayerInfluence("UseMainLayerInfluence", Float) = 0.0
[ToggleUI] _UseDensityMode("Use Density mode", Float) = 0.0
[ToggleUI] _UseMainLayerInfluence("UseMainLayerInfluence", Float) = 0.0
_InheritBaseNormal1("_InheritBaseNormal1", Range(0, 1.0)) = 0.0
_InheritBaseNormal2("_InheritBaseNormal2", Range(0, 1.0)) = 0.0

_InheritBaseColor2("_InheritBaseColor2", Range(0, 1.0)) = 0.0
_InheritBaseColor3("_InheritBaseColor3", Range(0, 1.0)) = 0.0
[ToggleOff] _OpacityAsDensity0("_OpacityAsDensity0", Float) = 0.0
[ToggleOff] _OpacityAsDensity1("_OpacityAsDensity1", Float) = 0.0
[ToggleOff] _OpacityAsDensity2("_OpacityAsDensity2", Float) = 0.0
[ToggleOff] _OpacityAsDensity3("_OpacityAsDensity3", Float) = 0.0
[ToggleUI] _OpacityAsDensity0("_OpacityAsDensity0", Float) = 0.0
[ToggleUI] _OpacityAsDensity1("_OpacityAsDensity1", Float) = 0.0
[ToggleUI] _OpacityAsDensity2("_OpacityAsDensity2", Float) = 0.0
[ToggleUI] _OpacityAsDensity3("_OpacityAsDensity3", Float) = 0.0
[ToggleOff] _ObjectScaleAffectTile("_ObjectScaleAffectTile", Float) = 0.0
[ToggleUI] _ObjectScaleAffectTile("_ObjectScaleAffectTile", Float) = 0.0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBlendMask("UV Set for blendMask", Float) = 0
[HideInInspector] _UVMappingMaskBlendMask("_UVMappingMaskBlendMask", Color) = (1, 0, 0, 0)
_TexWorldScaleBlendMask("Tiling", Float) = 1.0

[ToggleOff] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
[ToggleUI] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
[ToggleOff] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
[ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

[HideInInspector] _CullMode("__cullmode", Float) = 2.0
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleOff] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[ToggleOff] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0
[ToggleOff] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0
[ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
[ToggleUI] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0
[ToggleUI] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0
[ToggleUI] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
[ToggleOff] _EnableMotionVectorForVertexAnimation("EnableMotionVectorForVertexAnimation", Float) = 0.0
[ToggleUI] _EnableMotionVectorForVertexAnimation("EnableMotionVectorForVertexAnimation", Float) = 0.0
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5
_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15

[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
// Wind
[ToggleOff] _EnableWind("Enable Wind", Float) = 0.0
[ToggleUI] _EnableWind("Enable Wind", Float) = 0.0
_InitialBend("Initial Bend", float) = 1.0
_Stiffness("Stiffness", float) = 1.0
_Drag("Drag", float) = 1.0

[HideInInspector] _UVDetailsMappingMask2("_UVDetailsMappingMask2", Color) = (1, 0, 0, 0)
[HideInInspector] _UVDetailsMappingMask3("_UVDetailsMappingMask3", Color) = (1, 0, 0, 0)
[ToggleOff] _LinkDetailsWithBase0("LinkDetailsWithBase0", Float) = 1.0
[ToggleOff] _LinkDetailsWithBase1("LinkDetailsWithBase1", Float) = 1.0
[ToggleOff] _LinkDetailsWithBase2("LinkDetailsWithBase2", Float) = 1.0
[ToggleOff] _LinkDetailsWithBase3("LinkDetailsWithBase3", Float) = 1.0
[ToggleUI] _LinkDetailsWithBase0("LinkDetailsWithBase0", Float) = 1.0
[ToggleUI] _LinkDetailsWithBase1("LinkDetailsWithBase1", Float) = 1.0
[ToggleUI] _LinkDetailsWithBase2("LinkDetailsWithBase2", Float) = 1.0
[ToggleUI] _LinkDetailsWithBase3("LinkDetailsWithBase3", Float) = 1.0
[HideInInspector] _ShowMaterialReferences("_ShowMaterialReferences", Float) = 0
[HideInInspector] _ShowLayer0("_ShowLayer0", Float) = 0

// TODO: Handle culling mode for backface culling
// Transparency
[ToggleOff] _PreRefractionPass("PreRefractionPass", Float) = 0.0
[ToggleUI] _PreRefractionPass("PreRefractionPass", Float) = 0.0
// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
_MainTex("Albedo", 2D) = "white" {}

36
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader


// Following options are for the GUI inspector and different from the input parameters above
// These option below will cause different compilation flag.
[ToggleOff] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
[ToggleUI] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
[ToggleOff] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
[ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0
[ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 1.0
[ToggleUI] _DistortionEnable("Enable Distortion", Float) = 0.0
[ToggleUI] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 1.0
[Enum(Add, 0, Multiply, 1)] _DistortionBlendMode("Distortion Blend Mode", Int) = 0
[HideInInspector] _DistortionSrcBlend("Distortion Blend Src", Int) = 0
[HideInInspector] _DistortionDstBlend("Distortion Blend Dst", Int) = 0

_DistortionBlurRemapMin("DistortionBlurRemapMin", Float) = 0.0
_DistortionBlurRemapMax("DistortionBlurRemapMax", Float) = 1.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
[ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
[ToggleOff] _TransparentDepthPrepassEnable("_TransparentDepthPrepassEnable", Float) = 0.0
[ToggleOff] _TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0.0
[ToggleOff] _TransparentDepthPostpassEnable("_TransparentDepthPostpassEnable", Float) = 0.0
[ToggleUI] _TransparentDepthPrepassEnable("_TransparentDepthPrepassEnable", Float) = 0.0
[ToggleUI] _TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0.0
[ToggleUI] _TransparentDepthPostpassEnable("_TransparentDepthPostpassEnable", Float) = 0.0
// Transparency
[Enum(None, 0, Plane, 1, Sphere, 2)]_RefractionMode("Refraction Mode", Int) = 0

_TransmittanceColorMap("TransmittanceColorMap", 2D) = "white" {}
_ATDistance("Transmittance Absorption Distance", Float) = 1.0
[ToggleOff] _PreRefractionPass("PreRefractionPass", Float) = 0.0
[ToggleUI] _PreRefractionPass("PreRefractionPass", Float) = 0.0
// Stencil state
[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting (fixed at compile time)

[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleOff] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[Enum(Flip, 0, Mirror, 1)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)

[Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 2, ClearCoat, 3, Specular Color, 4)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting
[Enum(None, 0, Vertex displacement, 1, Pixel displacement, 2)] _DisplacementMode("DisplacementMode", Int) = 0
[ToggleOff] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0
[ToggleOff] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0
[ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
[ToggleUI] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0
[ToggleUI] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0
[ToggleUI] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
[ToggleOff] _EnableMotionVectorForVertexAnimation("EnableMotionVectorForVertexAnimation", Float) = 0.0
[ToggleUI] _EnableMotionVectorForVertexAnimation("EnableMotionVectorForVertexAnimation", Float) = 0.0
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5
_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15

[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0
[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0)
[ToggleOff] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0
[ToggleUI] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
[Enum(UV0, 0, Planar, 4, TriPlanar, 5)] _UVEmissive("UV Set for emissive", Float) = 0

// Wind
[ToggleOff] _EnableWind("Enable Wind", Float) = 0.0
[ToggleUI] _EnableWind("Enable Wind", Float) = 0.0
_InitialBend("Initial Bend", float) = 1.0
_Stiffness("Stiffness", float) = 1.0
_Drag("Drag", float) = 1.0

38
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader


// Following options are for the GUI inspector and different from the input parameters above
// These option below will cause different compilation flag.
[ToggleOff] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
[ToggleUI] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
[ToggleOff] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
[ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0
[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0
[ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 1.0
[ToggleUI] _DistortionEnable("Enable Distortion", Float) = 0.0
[ToggleUI] _DistortionOnly("Distortion Only", Float) = 0.0
[ToggleUI] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 1.0
[Enum(Add, 0, Multiply, 1)] _DistortionBlendMode("Distortion Blend Mode", Int) = 0
[HideInInspector] _DistortionSrcBlend("Distortion Blend Src", Int) = 0
[HideInInspector] _DistortionDstBlend("Distortion Blend Dst", Int) = 0

_DistortionBlurRemapMin("DistortionBlurRemapMin", Float) = 0.0
_DistortionBlurRemapMax("DistortionBlurRemapMax", Float) = 1.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
[ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
[ToggleOff] _TransparentDepthPrepassEnable("_TransparentDepthPrepassEnable", Float) = 0.0
[ToggleOff] _TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0.0
[ToggleOff] _TransparentDepthPostpassEnable("_TransparentDepthPostpassEnable", Float) = 0.0
[ToggleUI] _TransparentDepthPrepassEnable("_TransparentDepthPrepassEnable", Float) = 0.0
[ToggleUI] _TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0.0
[ToggleUI] _TransparentDepthPostpassEnable("_TransparentDepthPostpassEnable", Float) = 0.0
// Transparency
[Enum(None, 0, Plane, 1, Sphere, 2)]_RefractionMode("Refraction Mode", Int) = 0

_TransmittanceColorMap("TransmittanceColorMap", 2D) = "white" {}
_ATDistance("Transmittance Absorption Distance", Float) = 1.0
[ToggleOff] _PreRefractionPass("PreRefractionPass", Float) = 0.0
[ToggleUI] _PreRefractionPass("PreRefractionPass", Float) = 0.0
// Stencil state
[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting (fixed at compile time)

[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleOff] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[Enum(Flip, 0, Mirror, 1)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)

[Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 2, ClearCoat, 3, Specular Color, 4)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting
[Enum(None, 0, Tessellation displacement, 3)] _DisplacementMode("DisplacementMode", Int) = 3
[ToggleOff] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0
[ToggleOff] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0
[ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
[ToggleUI] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0
[ToggleUI] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0
[ToggleUI] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
[ToggleOff] _EnableMotionVectorForVertexAnimation("EnableMotionVectorForVertexAnimation", Float) = 0.0
[ToggleUI] _EnableMotionVectorForVertexAnimation("EnableMotionVectorForVertexAnimation", Float) = 0.0
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5
_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15

[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0
[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0)
[ToggleOff] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0
[ToggleUI] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVEmissive("UV Set for emissive", Float) = 0

// Wind
[ToggleOff] _EnableWind("Enable Wind", Float) = 0.0
[ToggleUI] _EnableWind("Enable Wind", Float) = 0.0
_InitialBend("Initial Bend", float) = 1.0
_Stiffness("Stiffness", float) = 1.0
_Drag("Drag", float) = 1.0

14
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader


_EmissiveIntensity("EmissiveIntensity", Float) = 0
_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}
[ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0
[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0
[ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 1.0
[ToggleUI] _DistortionEnable("Enable Distortion", Float) = 0.0
[ToggleUI] _DistortionOnly("Distortion Only", Float) = 0.0
[ToggleUI] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 1.0
[Enum(Add, 0, Multiply, 1)] _DistortionBlendMode("Distortion Blend Mode", Int) = 0
[HideInInspector] _DistortionSrcBlend("Distortion Blend Src", Int) = 0
[HideInInspector] _DistortionDstBlend("Distortion Blend Dst", Int) = 0

_DistortionBlurRemapMax("DistortionBlurRemapMax", Float) = 1.0
// Transparency
[ToggleOff] _PreRefractionPass("PreRefractionPass", Float) = 0.0
[ToggleUI] _PreRefractionPass("PreRefractionPass", Float) = 0.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
[ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
// Blending state

[HideInInspector] _CullMode("__cullmode", Float) = 2.0
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _EnableFogOnTransparent("Enable Fog", Float) = 0.0
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 0.0
[ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0
// Stencil state
[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting (fixed at compile time)

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