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30 changes: 4 additions & 26 deletions com.unity.toonshader/Runtime/Integrated/Shaders/UnityToon.shader
Original file line number Diff line number Diff line change
@@ -1,10 +1,9 @@
//Auto-generated on Fri Nov 07 05:27:25 UTC 2025
//Auto-generated on Mon Nov 17 12:59:35 UTC 2025
Shader "Toon" {
Properties
{
// Common Properties for Unity Toon Shader
// This file contains all shared properties between UnityToon.shader and UnityToonTessellation.shader
// with comments preserved from the original files

// Basic UI and Version Properties
[HideInInspector] _simpleUI ("SimpleUI", Int ) = 0
Expand All @@ -25,10 +24,8 @@ Shader "Toon" {
[Enum(OFF, 0, ON, 1,] _TransparentEnabled("Transparent Mode", int) = 0

// Clipping Properties
// DoubleShadeWithFeather
// 0:_IS_CLIPPING_OFF 1:_IS_CLIPPING_MODE 2:_IS_CLIPPING_TRANSMODE
// ShadingGradeMap
// 0:_IS_TRANSCLIPPING_OFF 1:_IS_TRANSCLIPPING_ON
// DoubleShadeWithFeather: 0:_IS_CLIPPING_OFF 1:_IS_CLIPPING_MODE 2:_IS_CLIPPING_TRANSMODE
// ShadingGradeMap: 0:_IS_TRANSCLIPPING_OFF 1:_IS_TRANSCLIPPING_ON
[Enum(OFF, 0, ON, 1, TRANSMODE, 2)] _ClippingMode("CliippingMode", int) = 0

// Cull and ZWrite Properties
Expand All @@ -39,35 +36,29 @@ Shader "Toon" {
[Enum(OFF, 0, FRONT, 1, BACK, 2)] _SRPDefaultUnlitColMode("SPRDefaultUnlit Cull Mode", int) = 1 //OFF/FRONT/BACK

// ClippingMask parameters
// ClippingMask paramaters from Here.
_ClippingMask("ClippingMask", 2D) = "white" {}
_IsBaseMapAlphaAsClippingMask("IsBaseMapAlphaAsClippingMask", Float) = 0
//
[Toggle(_)] _Inverse_Clipping("Inverse_Clipping", Float) = 0
_Clipping_Level("Clipping_Level", Range(0, 1)) = 0
_Tweak_transparency("Tweak_transparency", Range(-1, 1)) = 0
// ClippingMask paramaters to Here.

// Base Color Properties
_MainTex ("BaseMap", 2D) = "white" {}
_BaseMap ("BaseMap", 2D) = "white" {}
_BaseColor ("BaseColor", Color) = (1,1,1,1)
//v.2.0.5 : Clipping/TransClipping for SSAO Problems in PostProcessing Stack.
//If you want to go back the former SSAO results, comment out the below line.
_Color("Color", Color) = (1,1,1,1)
//
[Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1

// 1st Shade Properties
_1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {}
//v.2.0.5
[Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0
_1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1)
[Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1

// 2nd Shade Properties
_2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {}
//v.2.0.5
[Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0
_2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1)
[Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1
Expand All @@ -76,12 +67,10 @@ Shader "Toon" {
_NormalMap ("NormalMap", 2D) = "bump" {}
_BumpScale ("Normal Scale", Range(0, 1)) = 1
[Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0
//v.2.0.4.4
[Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1
_Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0

// Shading Properties
//v.2.0.6
_BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5
_BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001
_ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0
Expand All @@ -90,21 +79,18 @@ Shader "Toon" {
_1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001
_2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0
_2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001
//v.2.0.5
_StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0
[Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1

// Shading Grade Map Properties
_Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {}
_Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {}
_ShadingGradeMap("ShadingGradeMap", 2D) = "white" {}
//v.2.0.6
_Tweak_ShadingGradeMapLevel("Tweak_ShadingGradeMapLevel", Range(-0.5, 0.5)) = 0
_BlurLevelSGM("Blur Level of ShadingGradeMap", Range(0, 10)) = 0

// High Color Properties
_HighColor ("HighColor", Color) = (0,0,0,1)
//v.2.0.4 HighColor_Tex
_HighColor_Tex ("HighColor_Tex", 2D) = "white" {}
[Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1
[Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0
Expand Down Expand Up @@ -140,14 +126,12 @@ Shader "Toon" {
// MatCap Properties
[Toggle(_)] _MatCap ("MatCap", Float ) = 0
_MatCap_Sampler ("MatCap_Sampler", 2D) = "black" {}
//v.2.0.6
_BlurLevelMatcap ("Blur Level of MatCap_Sampler", Range(0, 10)) = 0
_MatCapColor ("MatCapColor", Color) = (1,1,1,1)
[Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1
[Toggle(_)] _Is_BlendAddToMatCap ("Is_BlendAddToMatCap", Float ) = 1
_Tweak_MatCapUV ("Tweak_MatCapUV", Range(-0.5, 0.5)) = 0
_Rotate_MatCapUV ("Rotate_MatCapUV", Range(-1, 1)) = 0
//v.2.0.6
[Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0
[Toggle(_)] _Is_NormalMapForMatCap ("Is_NormalMapForMatCap", Float ) = 0
_NormalMapForMatCap ("NormalMapForMatCap", 2D) = "bump" {}
Expand All @@ -159,11 +143,9 @@ Shader "Toon" {
_Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {}
_Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0
[Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0
//v.2.0.5
[Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0

// Angel Rings Properties
//// Angel Rings
[Toggle(_)] _AngelRing("AngelRing", Float) = 0
_AngelRing_Sampler("AngelRing_Sampler", 2D) = "black" {}
_AngelRing_Color("AngelRing_Color", Color) = (1, 1, 1, 1)
Expand All @@ -173,7 +155,6 @@ Shader "Toon" {
[Toggle(_)] _ARSampler_AlphaOn("ARSampler_AlphaOn", Float) = 0

// Emissive Properties
//v.2.0.7 Emissive
[KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0
_Emissive_Tex ("Emissive_Tex", 2D) = "white" {}
[HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1)
Expand All @@ -190,7 +171,6 @@ Shader "Toon" {
[Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0

// Outline Properties
//Outline
[KeywordEnum(NML,POS)] _OUTLINE("OUTLINE MODE", Float) = 0
_Outline_Width ("Outline_Width", Float ) = 0
_Farthest_Distance ("Farthest_Distance", Float ) = 100
Expand All @@ -199,19 +179,17 @@ Shader "Toon" {
_Outline_Color ("Outline_Color", Color) = (0.5,0.5,0.5,1)
[Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0
[Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1
//v.2.0.4
[Toggle(_)] _Is_OutlineTex ("Is_OutlineTex", Float ) = 0
_OutlineTex ("OutlineTex", 2D) = "white" {}
//Offset parameter
_Offset_Z ("Offset_Camera_Z", Float) = 0
//v.2.0.4.3 Baked Normal Texture for Outline
[Toggle(_)] _Is_BakedNormal ("Is_BakedNormal", Float ) = 0
_BakedNormal ("Baked Normal for Outline", 2D) = "white" {}
//GI Intensity
_GI_Intensity ("GI_Intensity", Range(0, 1)) = 0
//For VR Chat under No effective light objects
_Unlit_Intensity ("Unlit_Intensity", Range(0, 4)) = 0
//v.2.0.5

[Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 1
//Built-in Light Direction
[Toggle(_)] _Is_BLD ("Advanced : Activate Built-in Light Direction", Float ) = 0
Expand Down
Original file line number Diff line number Diff line change
@@ -1,10 +1,9 @@
//Auto-generated on Fri Nov 07 05:27:25 UTC 2025
//Auto-generated on Mon Nov 17 12:59:35 UTC 2025
Shader "Toon(Tessellation)" {
Properties
{
// Common Properties for Unity Toon Shader
// This file contains all shared properties between UnityToon.shader and UnityToonTessellation.shader
// with comments preserved from the original files

// Basic UI and Version Properties
[HideInInspector] _simpleUI ("SimpleUI", Int ) = 0
Expand All @@ -25,10 +24,8 @@ Shader "Toon(Tessellation)" {
[Enum(OFF, 0, ON, 1,] _TransparentEnabled("Transparent Mode", int) = 0

// Clipping Properties
// DoubleShadeWithFeather
// 0:_IS_CLIPPING_OFF 1:_IS_CLIPPING_MODE 2:_IS_CLIPPING_TRANSMODE
// ShadingGradeMap
// 0:_IS_TRANSCLIPPING_OFF 1:_IS_TRANSCLIPPING_ON
// DoubleShadeWithFeather: 0:_IS_CLIPPING_OFF 1:_IS_CLIPPING_MODE 2:_IS_CLIPPING_TRANSMODE
// ShadingGradeMap: 0:_IS_TRANSCLIPPING_OFF 1:_IS_TRANSCLIPPING_ON
[Enum(OFF, 0, ON, 1, TRANSMODE, 2)] _ClippingMode("CliippingMode", int) = 0

// Cull and ZWrite Properties
Expand All @@ -39,35 +36,29 @@ Shader "Toon(Tessellation)" {
[Enum(OFF, 0, FRONT, 1, BACK, 2)] _SRPDefaultUnlitColMode("SPRDefaultUnlit Cull Mode", int) = 1 //OFF/FRONT/BACK

// ClippingMask parameters
// ClippingMask paramaters from Here.
_ClippingMask("ClippingMask", 2D) = "white" {}
_IsBaseMapAlphaAsClippingMask("IsBaseMapAlphaAsClippingMask", Float) = 0
//
[Toggle(_)] _Inverse_Clipping("Inverse_Clipping", Float) = 0
_Clipping_Level("Clipping_Level", Range(0, 1)) = 0
_Tweak_transparency("Tweak_transparency", Range(-1, 1)) = 0
// ClippingMask paramaters to Here.

// Base Color Properties
_MainTex ("BaseMap", 2D) = "white" {}
_BaseMap ("BaseMap", 2D) = "white" {}
_BaseColor ("BaseColor", Color) = (1,1,1,1)
//v.2.0.5 : Clipping/TransClipping for SSAO Problems in PostProcessing Stack.
//If you want to go back the former SSAO results, comment out the below line.
_Color("Color", Color) = (1,1,1,1)
//
[Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1

// 1st Shade Properties
_1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {}
//v.2.0.5
[Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0
_1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1)
[Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1

// 2nd Shade Properties
_2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {}
//v.2.0.5
[Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0
_2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1)
[Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1
Expand All @@ -76,12 +67,10 @@ Shader "Toon(Tessellation)" {
_NormalMap ("NormalMap", 2D) = "bump" {}
_BumpScale ("Normal Scale", Range(0, 1)) = 1
[Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0
//v.2.0.4.4
[Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1
_Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0

// Shading Properties
//v.2.0.6
_BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5
_BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001
_ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0
Expand All @@ -90,21 +79,18 @@ Shader "Toon(Tessellation)" {
_1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001
_2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0
_2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001
//v.2.0.5
_StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0
[Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1

// Shading Grade Map Properties
_Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {}
_Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {}
_ShadingGradeMap("ShadingGradeMap", 2D) = "white" {}
//v.2.0.6
_Tweak_ShadingGradeMapLevel("Tweak_ShadingGradeMapLevel", Range(-0.5, 0.5)) = 0
_BlurLevelSGM("Blur Level of ShadingGradeMap", Range(0, 10)) = 0

// High Color Properties
_HighColor ("HighColor", Color) = (0,0,0,1)
//v.2.0.4 HighColor_Tex
_HighColor_Tex ("HighColor_Tex", 2D) = "white" {}
[Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1
[Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0
Expand Down Expand Up @@ -140,14 +126,12 @@ Shader "Toon(Tessellation)" {
// MatCap Properties
[Toggle(_)] _MatCap ("MatCap", Float ) = 0
_MatCap_Sampler ("MatCap_Sampler", 2D) = "black" {}
//v.2.0.6
_BlurLevelMatcap ("Blur Level of MatCap_Sampler", Range(0, 10)) = 0
_MatCapColor ("MatCapColor", Color) = (1,1,1,1)
[Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1
[Toggle(_)] _Is_BlendAddToMatCap ("Is_BlendAddToMatCap", Float ) = 1
_Tweak_MatCapUV ("Tweak_MatCapUV", Range(-0.5, 0.5)) = 0
_Rotate_MatCapUV ("Rotate_MatCapUV", Range(-1, 1)) = 0
//v.2.0.6
[Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0
[Toggle(_)] _Is_NormalMapForMatCap ("Is_NormalMapForMatCap", Float ) = 0
_NormalMapForMatCap ("NormalMapForMatCap", 2D) = "bump" {}
Expand All @@ -159,11 +143,9 @@ Shader "Toon(Tessellation)" {
_Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {}
_Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0
[Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0
//v.2.0.5
[Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0

// Angel Rings Properties
//// Angel Rings
[Toggle(_)] _AngelRing("AngelRing", Float) = 0
_AngelRing_Sampler("AngelRing_Sampler", 2D) = "black" {}
_AngelRing_Color("AngelRing_Color", Color) = (1, 1, 1, 1)
Expand All @@ -173,7 +155,6 @@ Shader "Toon(Tessellation)" {
[Toggle(_)] _ARSampler_AlphaOn("ARSampler_AlphaOn", Float) = 0

// Emissive Properties
//v.2.0.7 Emissive
[KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0
_Emissive_Tex ("Emissive_Tex", 2D) = "white" {}
[HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1)
Expand All @@ -190,7 +171,6 @@ Shader "Toon(Tessellation)" {
[Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0

// Outline Properties
//Outline
[KeywordEnum(NML,POS)] _OUTLINE("OUTLINE MODE", Float) = 0
_Outline_Width ("Outline_Width", Float ) = 0
_Farthest_Distance ("Farthest_Distance", Float ) = 100
Expand All @@ -199,19 +179,17 @@ Shader "Toon(Tessellation)" {
_Outline_Color ("Outline_Color", Color) = (0.5,0.5,0.5,1)
[Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0
[Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1
//v.2.0.4
[Toggle(_)] _Is_OutlineTex ("Is_OutlineTex", Float ) = 0
_OutlineTex ("OutlineTex", 2D) = "white" {}
//Offset parameter
_Offset_Z ("Offset_Camera_Z", Float) = 0
//v.2.0.4.3 Baked Normal Texture for Outline
[Toggle(_)] _Is_BakedNormal ("Is_BakedNormal", Float ) = 0
_BakedNormal ("Baked Normal for Outline", 2D) = "white" {}
//GI Intensity
_GI_Intensity ("GI_Intensity", Range(0, 1)) = 0
//For VR Chat under No effective light objects
_Unlit_Intensity ("Unlit_Intensity", Range(0, 4)) = 0
//v.2.0.5

[Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 1
//Built-in Light Direction
[Toggle(_)] _Is_BLD ("Advanced : Activate Built-in Light Direction", Float ) = 0
Expand Down
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