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Update NewToonTest.cs
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gwah
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Xlinka committed Sep 14, 2023
1 parent fcd867c commit aa8da15
Showing 1 changed file with 102 additions and 102 deletions.
204 changes: 102 additions & 102 deletions NEOSPlus/Materials/Toon/NewToonTest.cs
Original file line number Diff line number Diff line change
Expand Up @@ -8,38 +8,38 @@ public class NiloToon : SingleShaderMaterialProvider
{
protected override Uri ShaderURL => ShaderInjection.NiloToonFork;

public readonly Sync<float> _IsFace;
public readonly AssetRef<ITexture2D> _BaseMap;
public readonly Sync<Color> _BaseColor;
public readonly Sync<float> _UseAlphaClipping;
public readonly Sync<float> _Cutoff;
public readonly Sync<float> _UseEmission;
public readonly Sync<Color> _EmissionColor;
public readonly Sync<float> _EmissionMulByBaseColor;
public readonly AssetRef<ITexture2D> _EmissionMap;
public readonly Sync<Vector> _EmissionMapChannelMask;
public readonly Sync<float> _UseOcclusion;
public readonly Sync<float> _OcclusionStrength;
public readonly AssetRef<ITexture2D> _OcclusionMap;
public readonly Sync<Vector> _OcclusionMapChannelMask;
public readonly Sync<float> _OcclusionRemapStart;
public readonly Sync<float> _OcclusionRemapEnd;
public readonly Sync<Color> _IndirectLightMinColor;
public readonly Sync<float> _IndirectLightMultiplier;
public readonly Sync<float> _DirectLightMultiplier;
public readonly Sync<float> _CelShadeMidPoint;
public readonly Sync<float> _CelShadeSoftness;
public readonly Sync<float> _MainLightIgnoreCelShade;
public readonly Sync<float> _AdditionalLightIgnoreCelShade;
public readonly Sync<float> _ReceiveShadowMappingAmount;
public readonly Sync<float> _ReceiveShadowMappingPosOffset;
public readonly Sync<Color> _ShadowMapColor;
public readonly Sync<float> _OutlineWidth;
public readonly Sync<Color> _OutlineColor;
public readonly Sync<float> _OutlineZOffset;
public readonly AssetRef<ITexture2D> _OutlineZOffsetMaskTex;
public readonly Sync<float> _OutlineZOffsetMaskRemapStart;
public readonly Sync<float> _OutlineZOffsetMaskRemapEnd;
public readonly Sync<float> IsFace;
public readonly AssetRef<ITexture2D> BaseMap;
public readonly Sync<Color> BaseColor;
public readonly Sync<float> UseAlphaClipping;
public readonly Sync<float> Cutoff;
public readonly Sync<float> UseEmission;
public readonly Sync<Color> EmissionColor;
public readonly Sync<float> EmissionMulByBaseColor;
public readonly AssetRef<ITexture2D> EmissionMap;
public readonly Sync<Vector> EmissionMapChannelMask;
public readonly Sync<float> UseOcclusion;
public readonly Sync<float> OcclusionStrength;
public readonly AssetRef<ITexture2D> OcclusionMap;
public readonly Sync<Vector> OcclusionMapChannelMask;
public readonly Sync<float> OcclusionRemapStart;
public readonly Sync<float> OcclusionRemapEnd;
public readonly Sync<Color> IndirectLightMinColor;
public readonly Sync<float> IndirectLightMultiplier;
public readonly Sync<float> DirectLightMultiplier;
public readonly Sync<float> CelShadeMidPoint;
public readonly Sync<float> CelShadeSoftness;
public readonly Sync<float> MainLightIgnoreCelShade;
public readonly Sync<float> AdditionalLightIgnoreCelShade;
public readonly Sync<float> ReceiveShadowMappingAmount;
public readonly Sync<float> ReceiveShadowMappingPosOffset;
public readonly Sync<Color> ShadowMapColor;
public readonly Sync<float> OutlineWidth;
public readonly Sync<Color> OutlineColor;
public readonly Sync<float> OutlineZOffset;
public readonly AssetRef<ITexture2D> OutlineZOffsetMaskTex;
public readonly Sync<float> OutlineZOffsetMaskRemapStart;
public readonly Sync<float> OutlineZOffsetMaskRemapEnd;

[DefaultValue(-1)]
public readonly Sync<int> RenderQueue;
Expand All @@ -50,74 +50,74 @@ public override PropertyState PropertyInitializationState
get => _propertyInitializationState;
protected set => _propertyInitializationState = value;
}
private static MaterialProperty _IsFace = new MaterialProperty("_IsFace");
private static MaterialProperty _BaseMap = new MaterialProperty("_BaseMap");
private static MaterialProperty _BaseColor = new MaterialProperty("_BaseColor");
private static MaterialProperty _UseAlphaClipping = new MaterialProperty("_UseAlphaClipping");
private static MaterialProperty _Cutoff = new MaterialProperty("_Cutoff");
private static MaterialProperty _UseEmission = new MaterialProperty("_UseEmission");
private static MaterialProperty _EmissionColor = new MaterialProperty("_EmissionColor");
private static MaterialProperty _EmissionMulByBaseColor = new MaterialProperty("_EmissionMulByBaseColor");
private static MaterialProperty _EmissionMap = new MaterialProperty("_EmissionMap");
private static MaterialProperty _EmissionMapChannelMask = new MaterialProperty("_EmissionMapChannelMask");
private static MaterialProperty _UseOcclusion = new MaterialProperty("_UseOcclusion");
private static MaterialProperty _OcclusionStrength = new MaterialProperty("_OcclusionStrength");
private static MaterialProperty _OcclusionMap = new MaterialProperty("_OcclusionMap");
private static MaterialProperty _OcclusionMapChannelMask = new MaterialProperty("_OcclusionMapChannelMask");
private static MaterialProperty _OcclusionRemapStart = new MaterialProperty("_OcclusionRemapStart");
private static MaterialProperty _OcclusionRemapEnd = new MaterialProperty("_OcclusionRemapEnd");
private static MaterialProperty _IndirectLightMinColor = new MaterialProperty("_IndirectLightMinColor");
private static MaterialProperty _IndirectLightMultiplier = new MaterialProperty("_IndirectLightMultiplier");
private static MaterialProperty _DirectLightMultiplier = new MaterialProperty("_DirectLightMultiplier");
private static MaterialProperty _CelShadeMidPoint = new MaterialProperty("_CelShadeMidPoint");
private static MaterialProperty _CelShadeSoftness = new MaterialProperty("_CelShadeSoftness");
private static MaterialProperty _MainLightIgnoreCelShade = new MaterialProperty("_MainLightIgnoreCelShade");
private static MaterialProperty _AdditionalLightIgnoreCelShade = new MaterialProperty("_AdditionalLightIgnoreCelShade");
private static MaterialProperty _ReceiveShadowMappingAmount = new MaterialProperty("_ReceiveShadowMappingAmount");
private static MaterialProperty _ReceiveShadowMappingPosOffset = new MaterialProperty("_ReceiveShadowMappingPosOffset");
private static MaterialProperty _ShadowMapColor = new MaterialProperty("_ShadowMapColor");
private static MaterialProperty _OutlineWidth = new MaterialProperty("_OutlineWidth");
private static MaterialProperty _OutlineColor = new MaterialProperty("_OutlineColor");
private static MaterialProperty _OutlineZOffset = new MaterialProperty("_OutlineZOffset");
private static MaterialProperty _OutlineZOffsetMaskTex = new MaterialProperty("_OutlineZOffsetMaskTex");
private static MaterialProperty _OutlineZOffsetMaskRemapStart = new MaterialProperty("_OutlineZOffsetMaskRemapStart");
private static MaterialProperty _OutlineZOffsetMaskRemapEnd = new MaterialProperty("_OutlineZOffsetMaskRemapEnd");
private static MaterialProperty IsFace = new MaterialProperty("_IsFace");
private static MaterialProperty BaseMap = new MaterialProperty("_BaseMap");
private static MaterialProperty BaseColor = new MaterialProperty("_BaseColor");
private static MaterialProperty UseAlphaClipping = new MaterialProperty("_UseAlphaClipping");
private static MaterialProperty Cutoff = new MaterialProperty("_Cutoff");
private static MaterialProperty UseEmission = new MaterialProperty("_UseEmission");
private static MaterialProperty EmissionColor = new MaterialProperty("_EmissionColor");
private static MaterialProperty EmissionMulByBaseColor = new MaterialProperty("_EmissionMulByBaseColor");
private static MaterialProperty EmissionMap = new MaterialProperty("_EmissionMap");
private static MaterialProperty EmissionMapChannelMask = new MaterialProperty("_EmissionMapChannelMask");
private static MaterialProperty UseOcclusion = new MaterialProperty("_UseOcclusion");
private static MaterialProperty OcclusionStrength = new MaterialProperty("_OcclusionStrength");
private static MaterialProperty OcclusionMap = new MaterialProperty("_OcclusionMap");
private static MaterialProperty OcclusionMapChannelMask = new MaterialProperty("_OcclusionMapChannelMask");
private static MaterialProperty OcclusionRemapStart = new MaterialProperty("_OcclusionRemapStart");
private static MaterialProperty OcclusionRemapEnd = new MaterialProperty("_OcclusionRemapEnd");
private static MaterialProperty IndirectLightMinColor = new MaterialProperty("_IndirectLightMinColor");
private static MaterialProperty IndirectLightMultiplier = new MaterialProperty("_IndirectLightMultiplier");
private static MaterialProperty DirectLightMultiplier = new MaterialProperty("_DirectLightMultiplier");
private static MaterialProperty CelShadeMidPoint = new MaterialProperty("_CelShadeMidPoint");
private static MaterialProperty CelShadeSoftness = new MaterialProperty("_CelShadeSoftness");
private static MaterialProperty MainLightIgnoreCelShade = new MaterialProperty("_MainLightIgnoreCelShade");
private static MaterialProperty AdditionalLightIgnoreCelShade = new MaterialProperty("_AdditionalLightIgnoreCelShade");
private static MaterialProperty ReceiveShadowMappingAmount = new MaterialProperty("_ReceiveShadowMappingAmount");
private static MaterialProperty ReceiveShadowMappingPosOffset = new MaterialProperty("_ReceiveShadowMappingPosOffset");
private static MaterialProperty ShadowMapColor = new MaterialProperty("_ShadowMapColor");
private static MaterialProperty OutlineWidth = new MaterialProperty("_OutlineWidth");
private static MaterialProperty OutlineColor = new MaterialProperty("_OutlineColor");
private static MaterialProperty OutlineZOffset = new MaterialProperty("_OutlineZOffset");
private static MaterialProperty OutlineZOffsetMaskTex = new MaterialProperty("_OutlineZOffsetMaskTex");
private static MaterialProperty OutlineZOffsetMaskRemapStart = new MaterialProperty("_OutlineZOffsetMaskRemapStart");
private static MaterialProperty OutlineZOffsetMaskRemapEnd = new MaterialProperty("_OutlineZOffsetMaskRemapEnd");


protected override void UpdateMaterial(Material material)
{
material.UpdateFloat(_IsFace, _IsFace);
material.UpdateTexture(_BaseMap, _BaseMap);
material.UpdateColor(_BaseColor, _BaseColor);
material.UpdateFloat(_UseAlphaClipping, _UseAlphaClipping);
material.UpdateFloat(_Cutoff, _Cutoff);
material.UpdateFloat(_UseEmission, _UseEmission);
material.UpdateColor(_EmissionColor, _EmissionColor);
material.UpdateFloat(_EmissionMulByBaseColor, _EmissionMulByBaseColor);
material.UpdateTexture(_EmissionMap, _EmissionMap);
material.UpdateVector(_EmissionMapChannelMask, _EmissionMapChannelMask);
material.UpdateFloat(_UseOcclusion, _UseOcclusion);
material.UpdateFloat(_OcclusionStrength, _OcclusionStrength);
material.UpdateTexture(_OcclusionMap, _OcclusionMap);
material.UpdateVector(_OcclusionMapChannelMask, _OcclusionMapChannelMask);
material.UpdateFloat(_OcclusionRemapStart, _OcclusionRemapStart);
material.UpdateFloat(_OcclusionRemapEnd, _OcclusionRemapEnd);
material.UpdateColor(_IndirectLightMinColor, _IndirectLightMinColor);
material.UpdateFloat(_IndirectLightMultiplier, _IndirectLightMultiplier);
material.UpdateFloat(_DirectLightMultiplier, _DirectLightMultiplier);
material.UpdateFloat(_CelShadeMidPoint, _CelShadeMidPoint);
material.UpdateFloat(_CelShadeSoftness, _CelShadeSoftness);
material.UpdateFloat(_MainLightIgnoreCelShade, _MainLightIgnoreCelShade);
material.UpdateFloat(_AdditionalLightIgnoreCelShade, _AdditionalLightIgnoreCelShade);
material.UpdateFloat(_ReceiveShadowMappingAmount, _ReceiveShadowMappingAmount);
material.UpdateFloat(_ReceiveShadowMappingPosOffset, _ReceiveShadowMappingPosOffset);
material.UpdateColor(_ShadowMapColor, _ShadowMapColor);
material.UpdateFloat(_OutlineWidth, _OutlineWidth);
material.UpdateColor(_OutlineColor, _OutlineColor);
material.UpdateFloat(_OutlineZOffset, _OutlineZOffset);
material.UpdateTexture(_OutlineZOffsetMaskTex, _OutlineZOffsetMaskTex);
material.UpdateFloat(_OutlineZOffsetMaskRemapStart, _OutlineZOffsetMaskRemapStart);
material.UpdateFloat(_OutlineZOffsetMaskRemapEnd, _OutlineZOffsetMaskRemapEnd);
material.UpdateFloat(IsFace, _IsFace);
material.UpdateTexture(BaseMap, _BaseMap);
material.UpdateColor(BaseColor, _BaseColor);
material.UpdateFloat(UseAlphaClipping, _UseAlphaClipping);
material.UpdateFloat(Cutoff, _Cutoff);
material.UpdateFloat(UseEmission, _UseEmission);
material.UpdateColor(EmissionColor, _EmissionColor);
material.UpdateFloat(EmissionMulByBaseColor, _EmissionMulByBaseColor);
material.UpdateTexture(EmissionMap, _EmissionMap);
material.UpdateVector(EmissionMapChannelMask, _EmissionMapChannelMask);
material.UpdateFloat(UseOcclusion, _UseOcclusion);
material.UpdateFloat(OcclusionStrength, _OcclusionStrength);
material.UpdateTexture(OcclusionMap, _OcclusionMap);
material.UpdateVector(OcclusionMapChannelMask, _OcclusionMapChannelMask);
material.UpdateFloat(OcclusionRemapStart, _OcclusionRemapStart);
material.UpdateFloat(OcclusionRemapEnd, _OcclusionRemapEnd);
material.UpdateColor(IndirectLightMinColor, _IndirectLightMinColor);
material.UpdateFloat(IndirectLightMultiplier, _IndirectLightMultiplier);
material.UpdateFloat(DirectLightMultiplier, _DirectLightMultiplier);
material.UpdateFloat(CelShadeMidPoint, _CelShadeMidPoint);
material.UpdateFloat(CelShadeSoftness, _CelShadeSoftness);
material.UpdateFloat(MainLightIgnoreCelShade, _MainLightIgnoreCelShade);
material.UpdateFloat(AdditionalLightIgnoreCelShade, _AdditionalLightIgnoreCelShade);
material.UpdateFloat(ReceiveShadowMappingAmount, _ReceiveShadowMappingAmount);
material.UpdateFloat(ReceiveShadowMappingPosOffset, _ReceiveShadowMappingPosOffset);
material.UpdateColor(ShadowMapColor, _ShadowMapColor);
material.UpdateFloat(OutlineWidth, _OutlineWidth);
material.UpdateColor(OutlineColor, _OutlineColor);
material.UpdateFloat(OutlineZOffset, _OutlineZOffset);
material.UpdateTexture(OutlineZOffsetMaskTex, _OutlineZOffsetMaskTex);
material.UpdateFloat(OutlineZOffsetMaskRemapStart, _OutlineZOffsetMaskRemapStart);
material.UpdateFloat(OutlineZOffsetMaskRemapEnd, _OutlineZOffsetMaskRemapEnd);

if (!RenderQueue.GetWasChangedAndClear()) return;
var renderQueue = RenderQueue.Value;
Expand All @@ -128,12 +128,12 @@ protected override void UpdateMaterial(Material material)
protected override void OnAttach()
{
base.OnAttach();
_IsFace.Value = 0.0f;
_Cutoff.Value = 0.5f;
_UseEmission.Value = 0.0f;
_UseOcclusion.Value = 0.0f;
_OutlineWidth.Value = 1.0f;
_OutlineZOffset.Value = 0.0001f;
IsFace.Value = 0.0f;
Cutoff.Value = 0.5f;
UseEmission.Value = 0.0f;
UseOcclusion.Value = 0.0f;
OutlineWidth.Value = 1.0f;
OutlineZOffset.Value = 0.0001f;
RenderQueue.Value = -1;
}

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