diff --git a/com.unity.toonshader/Runtime/Integrated/Shaders/UnityToon.shader b/com.unity.toonshader/Runtime/Integrated/Shaders/UnityToon.shader index 63ef68270..204f7103d 100644 --- a/com.unity.toonshader/Runtime/Integrated/Shaders/UnityToon.shader +++ b/com.unity.toonshader/Runtime/Integrated/Shaders/UnityToon.shader @@ -1,4 +1,4 @@ -//Auto-generated on Fri Dec 26 10:44:46 UTC 2025 +//Auto-generated on Mon Dec 29 14:14:11 UTC 2025 Shader "Toon/Toon" { Properties { @@ -444,93 +444,6 @@ Shader "Toon/Toon" { [HideInInspector] _ToonMaterialVersion ("Toon Material Version", Integer ) = 0 } - - HLSLINCLUDE - - #define DISABLE_RP_SHADERS - //------------------------------------------------------------------------------------- - // Variant - //------------------------------------------------------------------------------------- -#ifndef DISABLE_RP_SHADERS -// HDRP Variant - #pragma shader_feature_local _ALPHATEST_ON - #pragma shader_feature_local _DEPTHOFFSET_ON - #pragma shader_feature_local _DOUBLESIDED_ON - #pragma shader_feature_local _ _VERTEX_DISPLACEMENT _PIXEL_DISPLACEMENT - #pragma shader_feature_local _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE - #pragma shader_feature_local _DISPLACEMENT_LOCK_TILING_SCALE - #pragma shader_feature_local _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE - #pragma shader_feature_local _TESSELLATION_PHONG - #pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN - - #pragma shader_feature_local _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR - #pragma shader_feature_local _ _MAPPING_PLANAR _MAPPING_TRIPLANAR - #pragma shader_feature_local _NORMALMAP_TANGENT_SPACE - #pragma shader_feature_local _ _REQUIRE_UV2 _REQUIRE_UV3 - - #pragma shader_feature_local _NORMALMAP - #pragma shader_feature_local _MASKMAP - #pragma shader_feature_local _BENTNORMALMAP - #pragma shader_feature_local _EMISSIVE_COLOR_MAP - - // _ENABLESPECULAROCCLUSION keyword is obsolete but keep here for compatibility. Do not used - // _ENABLESPECULAROCCLUSION and _SPECULAR_OCCLUSION_X can't exist at the same time (the new _SPECULAR_OCCLUSION replace it) - // When _ENABLESPECULAROCCLUSION is found we define _SPECULAR_OCCLUSION_X so new code to work - #pragma shader_feature_local _ENABLESPECULAROCCLUSION - #pragma shader_feature_local _ _SPECULAR_OCCLUSION_NONE _SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP - #ifdef _ENABLESPECULAROCCLUSION - #define _SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP - #endif - - #pragma shader_feature_local _HEIGHTMAP - #pragma shader_feature_local _TANGENTMAP - #pragma shader_feature_local _ANISOTROPYMAP - #pragma shader_feature_local _DETAIL_MAP - #pragma shader_feature_local _SUBSURFACE_MASK_MAP - #pragma shader_feature_local _THICKNESSMAP - #pragma shader_feature_local _IRIDESCENCE_THICKNESSMAP - #pragma shader_feature_local _SPECULARCOLORMAP - #pragma shader_feature_local _TRANSMITTANCECOLORMAP - - #pragma shader_feature_local _DISABLE_DECALS - #pragma shader_feature_local _DISABLE_SSR - #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY - #pragma shader_feature_local _ENABLE_GEOMETRIC_SPECULAR_AA - - // Keyword for transparent - #pragma shader_feature _SURFACE_TYPE_TRANSPARENT - #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY - #pragma shader_feature_local _BLENDMODE_PRESERVE_SPECULAR_LIGHTING - #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT - #pragma shader_feature_local _TRANSPARENT_WRITES_MOTION_VEC - - // MaterialFeature are used as shader feature to allow compiler to optimize properly - #pragma shader_feature_local _MATERIAL_FEATURE_SUBSURFACE_SCATTERING - #pragma shader_feature_local _MATERIAL_FEATURE_TRANSMISSION - #pragma shader_feature_local _MATERIAL_FEATURE_ANISOTROPY - #pragma shader_feature_local _MATERIAL_FEATURE_CLEAR_COAT - #pragma shader_feature_local _MATERIAL_FEATURE_IRIDESCENCE - #pragma shader_feature_local _MATERIAL_FEATURE_SPECULAR_COLOR - - - - - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - - //enable GPU instancing support - #pragma multi_compile_instancing - #pragma instancing_options renderinglayer - // enable debug shado - // #pragma multi_compile _ UTS_DEBUG_SELFSHADOW - // #pragma multi_compile _ UTS_DEBUG_SHADOWMAP - // #pragma multi_compile _ UTS_DEBUG_SHADOWMAP_NO_OUTLINE - // end of HDRP Variants -#endif //#ifndef DISABLE_RP_SHADERS - - ENDHLSL - - // *************************** // // ****** HDRP Subshader ***** // // *************************** // @@ -1174,21 +1087,6 @@ Shader "Toon/Toon" { #pragma vertex vert #pragma fragment frag -#ifndef DISABLE_RP_SHADERS - // ------------------------------------- - // urp Material Keywords - // ------------------------------------- - #pragma shader_feature_local _ALPHAPREMULTIPLY_ON - #pragma shader_feature_local _EMISSION - #pragma shader_feature_local _METALLICSPECGLOSSMAP - #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A -// #pragma shader_feature _OCCLUSIONMAP - - #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF - #pragma shader_feature_local _ENVIRONMENTREFLECTIONS_OFF - #pragma shader_feature_local _SPECULAR_SETUP - #pragma shader_feature_local _RECEIVE_SHADOWS_OFF -#endif // ------------------------------------- // Lightweight Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN diff --git a/com.unity.toonshader/Runtime/Integrated/Shaders/UnityToonTessellation.shader b/com.unity.toonshader/Runtime/Integrated/Shaders/UnityToonTessellation.shader index 17328bc1c..f7cfae0c5 100644 --- a/com.unity.toonshader/Runtime/Integrated/Shaders/UnityToonTessellation.shader +++ b/com.unity.toonshader/Runtime/Integrated/Shaders/UnityToonTessellation.shader @@ -1,4 +1,4 @@ -//Auto-generated on Fri Dec 26 10:44:46 UTC 2025 +//Auto-generated on Mon Dec 29 14:14:11 UTC 2025 Shader "Toon/Toon (Tessellation)" { Properties { @@ -487,7 +487,6 @@ Shader "Toon/Toon (Tessellation)" { #pragma shader_feature_local _NORMALMAP_TANGENT_SPACE #pragma shader_feature_local _ _REQUIRE_UV2 _REQUIRE_UV3 - #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local _MASKMAP #pragma shader_feature_local _BENTNORMALMAP #pragma shader_feature_local _EMISSIVE_COLOR_MAP diff --git a/com.unity.toonshader/Runtime/Shaders/Common/Parts/UnityToon.shadertemplate b/com.unity.toonshader/Runtime/Shaders/Common/Parts/UnityToon.shadertemplate index 135a97285..499790456 100644 --- a/com.unity.toonshader/Runtime/Shaders/Common/Parts/UnityToon.shadertemplate +++ b/com.unity.toonshader/Runtime/Shaders/Common/Parts/UnityToon.shadertemplate @@ -4,92 +4,6 @@ Shader "Toon/Toon" { [COMMON_PROPERTIES] } - - HLSLINCLUDE - - #define DISABLE_RP_SHADERS - //------------------------------------------------------------------------------------- - // Variant - //------------------------------------------------------------------------------------- -#ifndef DISABLE_RP_SHADERS -// HDRP Variant - #pragma shader_feature_local _ALPHATEST_ON - #pragma shader_feature_local _DEPTHOFFSET_ON - #pragma shader_feature_local _DOUBLESIDED_ON - #pragma shader_feature_local _ _VERTEX_DISPLACEMENT _PIXEL_DISPLACEMENT - #pragma shader_feature_local _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE - #pragma shader_feature_local _DISPLACEMENT_LOCK_TILING_SCALE - #pragma shader_feature_local _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE - #pragma shader_feature_local _TESSELLATION_PHONG - #pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN - - #pragma shader_feature_local _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR - #pragma shader_feature_local _ _MAPPING_PLANAR _MAPPING_TRIPLANAR - #pragma shader_feature_local _NORMALMAP_TANGENT_SPACE - #pragma shader_feature_local _ _REQUIRE_UV2 _REQUIRE_UV3 - - #pragma shader_feature_local _MASKMAP - #pragma shader_feature_local _BENTNORMALMAP - #pragma shader_feature_local _EMISSIVE_COLOR_MAP - - // _ENABLESPECULAROCCLUSION keyword is obsolete but keep here for compatibility. Do not used - // _ENABLESPECULAROCCLUSION and _SPECULAR_OCCLUSION_X can't exist at the same time (the new _SPECULAR_OCCLUSION replace it) - // When _ENABLESPECULAROCCLUSION is found we define _SPECULAR_OCCLUSION_X so new code to work - #pragma shader_feature_local _ENABLESPECULAROCCLUSION - #pragma shader_feature_local _ _SPECULAR_OCCLUSION_NONE _SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP - #ifdef _ENABLESPECULAROCCLUSION - #define _SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP - #endif - - #pragma shader_feature_local _HEIGHTMAP - #pragma shader_feature_local _TANGENTMAP - #pragma shader_feature_local _ANISOTROPYMAP - #pragma shader_feature_local _DETAIL_MAP - #pragma shader_feature_local _SUBSURFACE_MASK_MAP - #pragma shader_feature_local _THICKNESSMAP - #pragma shader_feature_local _IRIDESCENCE_THICKNESSMAP - #pragma shader_feature_local _SPECULARCOLORMAP - #pragma shader_feature_local _TRANSMITTANCECOLORMAP - - #pragma shader_feature_local _DISABLE_DECALS - #pragma shader_feature_local _DISABLE_SSR - #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY - #pragma shader_feature_local _ENABLE_GEOMETRIC_SPECULAR_AA - - // Keyword for transparent - #pragma shader_feature _SURFACE_TYPE_TRANSPARENT - #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY - #pragma shader_feature_local _BLENDMODE_PRESERVE_SPECULAR_LIGHTING - #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT - #pragma shader_feature_local _TRANSPARENT_WRITES_MOTION_VEC - - // MaterialFeature are used as shader feature to allow compiler to optimize properly - #pragma shader_feature_local _MATERIAL_FEATURE_SUBSURFACE_SCATTERING - #pragma shader_feature_local _MATERIAL_FEATURE_TRANSMISSION - #pragma shader_feature_local _MATERIAL_FEATURE_ANISOTROPY - #pragma shader_feature_local _MATERIAL_FEATURE_CLEAR_COAT - #pragma shader_feature_local _MATERIAL_FEATURE_IRIDESCENCE - #pragma shader_feature_local _MATERIAL_FEATURE_SPECULAR_COLOR - - - - - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - - //enable GPU instancing support - #pragma multi_compile_instancing - #pragma instancing_options renderinglayer - // enable debug shado - // #pragma multi_compile _ UTS_DEBUG_SELFSHADOW - // #pragma multi_compile _ UTS_DEBUG_SHADOWMAP - // #pragma multi_compile _ UTS_DEBUG_SHADOWMAP_NO_OUTLINE - // end of HDRP Variants -#endif //#ifndef DISABLE_RP_SHADERS - - ENDHLSL - - // *************************** // // ****** HDRP Subshader ***** // // *************************** // @@ -733,21 +647,6 @@ Shader "Toon/Toon" { #pragma vertex vert #pragma fragment frag -#ifndef DISABLE_RP_SHADERS - // ------------------------------------- - // urp Material Keywords - // ------------------------------------- - #pragma shader_feature_local _ALPHAPREMULTIPLY_ON - #pragma shader_feature_local _EMISSION - #pragma shader_feature_local _METALLICSPECGLOSSMAP - #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A -// #pragma shader_feature _OCCLUSIONMAP - - #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF - #pragma shader_feature_local _ENVIRONMENTREFLECTIONS_OFF - #pragma shader_feature_local _SPECULAR_SETUP - #pragma shader_feature_local _RECEIVE_SHADOWS_OFF -#endif // ------------------------------------- // Lightweight Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN