* Toon Shader Wind effect addon
New Sub Graph added to simulate wind based on gradient noise (over world coordinates) and applied on Object coordinates depending of the mesh vertex color (Green channel) only.
- Properties: Wind speed, Wind density, Wind strength, Wind direction (around Y axis)
Note: No update on FBX files in this PR to introduce vertex color on the existing assets. It will be done through one/multiple other PRs.
* Toon refactor
Reading back the requirement from Toon Shader add-on, it is preferred (for perf reason) to have a separated unlit shader for Toon shading with wind impact, instead of having wind graph applied to all object even if they are not sensitve to the wind.
Toon shader refactor:
- Extract each part into a separated Sub Shader
-- Shadow part: ToonShadow
-- Specular part: ToonSpecular
- Move current Toon implementation into Sub Graph: ToonColor
- Use ToonColor into Unlit shader Toon...
Swapping the order of the multiply and add nodes in the ToonShading subgraph to multiply albedo by diffuse light alone, then add specular highlights.
Along with this is the need ability to control specular light transparency, which can now be done using the Specular Color property's alpha channel.