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Task/1090 promotion issue (#109)
* * The next version is 0.6.1-preview * ModelToonEvAdsutemnt should be internal. * Fixed typo, Bigginer to Beginner. * removed sample.json under Samples~ folder. * Reverted LegacyGraphicsTest-2019.4 project setting files.
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com.unity.toonshader/CHANGELOG.md

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# Changelog
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## [0.6.1-preview] - 2022-02-24
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### Fixed:
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* typo in inspector.
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* removed .sample.json under Samples~ folder
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* Some unnecessary classes were public.
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## [0.6.0-preview] - 2022-02-22
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### Updated:
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* Replaced test VM to use gtx1080

com.unity.toonshader/Editor/ModelToonEvAdjustmentInspector.cs

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@@ -7,7 +7,7 @@ namespace UnityEditor.Rendering.Toon
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{
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[CustomEditor(typeof(ModelToonEvAdjustment))]
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public class ModelToonEvAdjustmentInspector : Editor
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internal class ModelToonEvAdjustmentInspector : Editor
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{
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SerializedObject m_SerializedObject;
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com.unity.toonshader/Editor/UTS_GUIBase.cs

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@@ -29,7 +29,7 @@ internal class UTS_GUIBase : UnityEditor.ShaderGUI
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{
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protected const float kVersionX = 0.0f;
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protected const float kVersionY = 6.0f;
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protected const float kVersionZ = 0.0f;
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protected const float kVersionZ = 1.0f;
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internal virtual string srpDefaultLightModeName { get; }
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internal virtual void TessellationSetting(Material materal) { }
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}
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else if (selectedUI == 1)
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{
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_SimpleUI = true; //UTS2 Biginner GUI
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_SimpleUI = true; //UTS2 Beginner GUI
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}
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//Original/Custom GUI toggle button.
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if (_OriginalInspector)
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{
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if (material.GetInt(ShaderPropSimpleUI) == 1)
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{
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_SimpleUI = true; //UTS2 Custom GUI Biginner
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_SimpleUI = true; //UTS2 Custom GUI Beginner
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}
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else
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{
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{
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if (GUILayout.Button("Pro / Full Control", middleButtonStyle))
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{
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material.SetInt(ShaderPropSimpleUI, 1); //UTS2 Custom GUI Biginner
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material.SetInt(ShaderPropSimpleUI, 1); //UTS2 Custom GUI Beginner
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}
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}
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else
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{
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if (GUILayout.Button("Biginner", middleButtonStyle))
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if (GUILayout.Button("Beginner", middleButtonStyle))
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{
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material.SetInt(ShaderPropSimpleUI, 0); //UTS2 Custom GUI Pro
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}

com.unity.toonshader/Runtime/HDRP/Shaders/HDRPToon.shader

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[HideInInspector] [Enum(OFF, 0, ON, 1)] _isUnityToonshader("Material is touched by Unity Toon Shader", Int) = 1
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[HideInInspector] _utsVersionX("VersionX", Float) = 0
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[HideInInspector] _utsVersionY("VersionY", Float) = 6
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[HideInInspector] _utsVersionZ("VersionZ", Float) = 0
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[HideInInspector] _utsVersionZ("VersionZ", Float) = 1
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// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear

com.unity.toonshader/Runtime/HDRP/Shaders/HDRPToonTessellation.shader

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[HideInInspector] [Enum(OFF, 0, ON, 1)] _isUnityToonshader("Material is touched by Unity Toon Shader", Int) = 1
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[HideInInspector] _utsVersionX("VersionX", Float) = 0
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[HideInInspector] _utsVersionY("VersionY", Float) = 6
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[HideInInspector] _utsVersionZ("VersionZ", Float) = 0
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[HideInInspector] _utsVersionZ("VersionZ", Float) = 1
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// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear

com.unity.toonshader/Runtime/Legacy/Shaders/LegacyToon.shader

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@@ -8,7 +8,7 @@ Shader "Toon (Built-in)" {
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[HideInInspector][Enum(OFF, 0, ON, 1)] _isUnityToonshader("Material is touched by Unity Toon Shader", Int) = 1
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[HideInInspector] _utsVersionX("VersionX", Float) = 0
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[HideInInspector] _utsVersionY("VersionY", Float) = 6
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[HideInInspector] _utsVersionZ("VersionZ", Float) = 0
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[HideInInspector] _utsVersionZ("VersionZ", Float) = 1
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[HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF
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[HideInInspector] _AutoRenderQueue("Automatic Render Queue ", int) = 1
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com.unity.toonshader/Runtime/Legacy/Shaders/LegacyToonTessellation.shader

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@@ -8,7 +8,7 @@ Shader "ToonTessellation (Built-in)" {
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[HideInInspector][Enum(OFF, 0, ON, 1)] _isUnityToonshader("Material is touched by Unity Toon Shader", Int) = 1
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[HideInInspector] _utsVersionX("VersionX", Float) = 0
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[HideInInspector] _utsVersionY("VersionY", Float) = 6
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[HideInInspector] _utsVersionZ("VersionZ", Float) = 0
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[HideInInspector] _utsVersionZ("VersionZ", Float) = 1
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[HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF
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[HideInInspector] _AutoRenderQueue("Automatic Render Queue ", int) = 1
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com.unity.toonshader/Runtime/UniversalRP/Shaders/UniversalToon.shader

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[HideInInspector] [Enum(OFF, 0, ON, 1)] _isUnityToonshader("Material is touched by Unity Toon Shader", Int) = 1
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[HideInInspector] _utsVersionX("VersionX", Float) = 0
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[HideInInspector] _utsVersionY("VersionY", Float) = 6
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[HideInInspector] _utsVersionZ("VersionZ", Float) = 0
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[HideInInspector] _utsVersionZ("VersionZ", Float) = 1
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[HideInInspector] _utsTechnique("Technique", int) = 0 //DWF
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[HideInInspector] _AutoRenderQueue("Automatic Render Queue ", int) = 1

com.unity.toonshader/Samples~/.sample.json

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com.unity.toonshader/package.json

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{
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"name": "com.unity.toonshader",
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"displayName":"Unity Toon Shader",
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"version": "0.6.0-preview",
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"version": "0.6.1-preview",
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"unity": "2019.4",
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"description": "Unity Toon Shader (Unity-Chan Toon Shader 3) is a toon shader for images and video that is designed to meet the needs of creators working on cel-shaded 3DCG animations.\nUnlike other pre-render toon shaders, all features can be adjusted in real time on Unity, which is the greatest feature of UTS.\n\nUTS has great power and makes a wide variety of character designs possible, from cel-shaded to light novel illustration styles.\n\nUTS has the 3 basic layers of Base Color, 1st Shade Color, and 2nd Shade Color, colors and textures can also accept a wide variety of customization options, such as High Color, Rim Light, MatCap (sphere mapping), and Emissive (light emission).The level of gradation (feather) between colors can also be adjusted in Unity in real-time.\n\nMore precisely, View documentation above.",
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"samples": [

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