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104 changes: 1 addition & 103 deletions com.unity.toonshader/Runtime/Integrated/Shaders/UnityToon.shader
Original file line number Diff line number Diff line change
@@ -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
{
Expand Down Expand Up @@ -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// _ENABLESPECULAROCCLUSION keyword is obsolete but keep here for compatibility.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 ***** //
// *************************** //
Expand Down Expand Up @@ -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
Expand Down
Original file line number Diff line number Diff line change
@@ -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
{
Expand Down Expand Up @@ -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
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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 ***** //
// *************************** //
Expand Down Expand Up @@ -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
Expand Down