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Merge pull request #564 from sindharta/cursor/remove-unused-toon-shader-properties-b52d
Cursor/remove unused toon shader properties b52d
2 parents 0c4c09b + d6eedde commit 5b00513

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3 files changed

+4
-104
lines changed

3 files changed

+4
-104
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README.md

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -94,4 +94,4 @@ git config --global core.symlinks true
9494

9595

9696

97-
*Auto-generated on Wed Oct 15 14:06:35 UTC 2025*
97+
*Auto-generated on Wed Oct 22 05:43:29 UTC 2025*

com.unity.toonshader/Runtime/Integrated/Shaders/UnityToon.shader

Lines changed: 1 addition & 51 deletions
Original file line numberDiff line numberDiff line change
@@ -258,26 +258,13 @@ Shader "Toon" {
258258
_NormalScale("_NormalScale", Range(0.0, 8.0)) = 1
259259

260260
_BentNormalMap("_BentNormalMap", 2D) = "bump" {}
261-
_BentNormalMapOS("_BentNormalMapOS", 2D) = "white" {}
262261

263262
_HeightMap("HeightMap", 2D) = "black" {}
264-
// Caution: Default value of _HeightAmplitude must be (_HeightMax - _HeightMin) * 0.01
265-
// Those two properties are computed from the ones exposed in the UI and depends on the displaement mode so they are separate because we don't want to lose information upon displacement mode change.
263+
// Caution: Default value of _HeightAmplitude must stay in sync with authored displacement data.
266264
[HideInInspector] _HeightAmplitude("Height Amplitude", Float) = 0.02 // In world units. This will be computed in the UI.
267265
[HideInInspector] _HeightCenter("Height Center", Range(0.0, 1.0)) = 0.5 // In texture space
268266

269-
[Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization("Heightmap Parametrization", Int) = 0
270-
// These parameters are for vertex displacement/Tessellation
271267
_HeightOffset("Height Offset", Float) = 0
272-
// MinMax mode
273-
_HeightMin("Heightmap Min", Float) = -1
274-
_HeightMax("Heightmap Max", Float) = 1
275-
// Amplitude mode
276-
_HeightTessAmplitude("Amplitude", Float) = 2.0 // in Centimeters
277-
_HeightTessCenter("Height Center", Range(0.0, 1.0)) = 0.5 // In texture space
278-
279-
// These parameters are for pixel displacement
280-
_HeightPoMAmplitude("Height Amplitude", Float) = 2.0 // In centimeters
281268

282269
_DetailMap("DetailMap", 2D) = "linearGrey" {}
283270
_DetailAlbedoScale("_DetailAlbedoScale", Range(0.0, 2.0)) = 1
@@ -290,7 +277,6 @@ Shader "Toon" {
290277
_AnisotropyMap("AnisotropyMap", 2D) = "white" {}
291278

292279
[HideInInspector] _DiffusionProfile("Obsolete, kept for migration purpose", Int) = 0
293-
[HideInInspector] _DiffusionProfileAsset("Diffusion Profile Asset", Vector) = (0, 0, 0, 0)
294280
[HideInInspector] _DiffusionProfileHash("Diffusion Profile Hash", Float) = 0
295281
_SubsurfaceMask("Subsurface Radius", Range(0.0, 1.0)) = 1.0
296282
_SubsurfaceMaskMap("Subsurface Radius Map", 2D) = "white" {}
@@ -317,25 +303,15 @@ Shader "Toon" {
317303
[Enum(Off, 0, From Ambient Occlusion, 1, From Bent Normals, 2)] _SpecularOcclusionMode("Specular Occlusion Mode", Int) = 1
318304

319305
[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
320-
// Used only to serialize the LDR and HDR emissive color in the material UI,
321-
// in the shader only the _EmissiveColor should be used
322-
[HideInInspector] _EmissiveColorLDR("EmissiveColor LDR", Color) = (0, 0, 0)
323306
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
324307
[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
325-
[HideInInspector] _EmissiveIntensityUnit("Emissive Mode", Int) = 0
326-
[ToggleUI] _UseEmissiveIntensity("Use Emissive Intensity", Int) = 0
327-
_EmissiveIntensity("Emissive Intensity", Float) = 1
328308
_EmissiveExposureWeight("Emissive Pre Exposure", Range(0.0, 1.0)) = 1.0
329309

330310
_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}
331-
[ToggleUI] _DistortionEnable("Enable Distortion", Float) = 0.0
332-
[ToggleUI] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 1.0
333-
[Enum(Add, 0, Multiply, 1, Replace, 2)] _DistortionBlendMode("Distortion Blend Mode", Int) = 0
334311
[HideInInspector] _DistortionSrcBlend("Distortion Blend Src", Int) = 0
335312
[HideInInspector] _DistortionDstBlend("Distortion Blend Dst", Int) = 0
336313
[HideInInspector] _DistortionBlurSrcBlend("Distortion Blur Blend Src", Int) = 0
337314
[HideInInspector] _DistortionBlurDstBlend("Distortion Blur Blend Dst", Int) = 0
338-
[HideInInspector] _DistortionBlurBlendMode("Distortion Blur Blend Mode", Int) = 0
339315
_DistortionScale("Distortion Scale", Float) = 1
340316
_DistortionVectorScale("Distortion Vector Scale", Float) = 2
341317
_DistortionVectorBias("Distortion Vector Bias", Float) = -1
@@ -344,25 +320,15 @@ Shader "Toon" {
344320
_DistortionBlurRemapMax("DistortionBlurRemapMax", Float) = 1.0
345321

346322
[ToggleUI] _UseShadowThreshold("_UseShadowThreshold", Float) = 0.0
347-
[ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
348323
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
349324
_AlphaCutoffShadow("_AlphaCutoffShadow", Range(0.0, 1.0)) = 0.5
350325
_AlphaCutoffPrepass("_AlphaCutoffPrepass", Range(0.0, 1.0)) = 0.5
351326
_AlphaCutoffPostpass("_AlphaCutoffPostpass", Range(0.0, 1.0)) = 0.5
352-
[ToggleUI] _TransparentDepthPrepassEnable("_TransparentDepthPrepassEnable", Float) = 0.0
353-
[ToggleUI] _TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0.0
354-
[ToggleUI] _TransparentDepthPostpassEnable("_TransparentDepthPostpassEnable", Float) = 0.0
355-
_TransparentSortPriority("_TransparentSortPriority", Float) = 0
356-
357327
// Transparency
358-
[Enum(None, 0, Box, 1, Sphere, 2, Thin, 3)]_RefractionModel("Refraction Model", Int) = 0
359-
[Enum(Proxy, 1, HiZ, 2)]_SSRefractionProjectionModel("Refraction Projection Model", Int) = 0
360328
_Ior("Index Of Refraction", Range(1.0, 2.5)) = 1.0
361-
_ThicknessMultiplier("Thickness Multiplier", Float) = 1.0
362329
_TransmittanceColor("Transmittance Color", Color) = (1.0, 1.0, 1.0)
363330
_TransmittanceColorMap("TransmittanceColorMap", 2D) = "white" {}
364331
_ATDistance("Transmittance Absorption Distance", Float) = 1.0
365-
[ToggleUI] _TransparentWritingMotionVec("_TransparentWritingMotionVec", Float) = 0.0
366332

367333
// Stencil state
368334

@@ -380,11 +346,8 @@ Shader "Toon" {
380346
[HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 128 // StencilBitMask.ObjectMotionVectors
381347
// Distortion vector pass
382348
[HideInInspector] _StencilRefDistortionVec("_StencilRefDistortionVec", Int) = 64 // StencilBitMask.DistortionVectors
383-
[HideInInspector] _StencilWriteMaskDistortionVec("_StencilWriteMaskDistortionVec", Int) = 64 // StencilBitMask.DistortionVectors
384349

385350
// Blending state
386-
[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0
387-
[HideInInspector] _BlendMode("__blendmode", Float) = 0.0
388351
[HideInInspector] _SrcBlend("__src", Float) = 1.0
389352
[HideInInspector] _DstBlend("__dst", Float) = 0.0
390353
[HideInInspector] _AlphaSrcBlend("__alphaSrc", Float) = 1.0
@@ -398,14 +361,9 @@ Shader "Toon" {
398361
[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
399362
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("Transparent ZTest", Int) = 4 // Less equal
400363

401-
[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
402-
[ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
403-
404364
[ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0
405-
[Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
406365
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
407366

408-
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase("UV Set for base", Float) = 0
409367
[Enum(WorldSpace, 0, ObjectSpace, 1)] _ObjectSpaceUVMapping("Mapping space", Float) = 0.0
410368
_TexWorldScale("Scale to apply on world coordinate", Float) = 1.0
411369
[HideInInspector] _InvTilingScale("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1
@@ -424,16 +382,12 @@ Shader "Toon" {
424382
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5
425383
_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15
426384
_PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5
427-
_PPDPrimitiveLength("Primitive length for POM", Float) = 1
428-
_PPDPrimitiveWidth("Primitive width for POM", Float) = 1
429385
[HideInInspector] _InvPrimScale("Inverse primitive scale for non-planar POM", Vector) = (1, 1, 0, 0)
430386

431387
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0
432388
[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0)
433389
[ToggleUI] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0
434390

435-
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
436-
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVEmissive("UV Set for emissive", Float) = 0
437391
_TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0
438392
[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
439393

@@ -446,10 +400,6 @@ Shader "Toon" {
446400
// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
447401
//////////// _MainTex("BaseMap", 2D) = "white" {}
448402
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
449-
450-
[ToggleUI] _SupportDecals("Support Decals", Float) = 1.0
451-
[ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1.0
452-
[ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0
453403
//////////////////////////////////////////////////////////////////////////////
454404
//////////////////// End of HDRP material default values. ////////////////////
455405
//////////////////////////////////////////////////////////////////////////////

com.unity.toonshader/Runtime/Integrated/Shaders/UnityToonTessellation.shader

Lines changed: 2 additions & 52 deletions
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
1-
//Unity Toon Shader
1+
//Unity Toon Shader
22

33
Shader "Toon(Tessellation)" {
44
Properties {
@@ -259,26 +259,13 @@ Shader "Toon(Tessellation)" {
259259
_NormalScale("_NormalScale", Range(0.0, 8.0)) = 1
260260

261261
_BentNormalMap("_BentNormalMap", 2D) = "bump" {}
262-
_BentNormalMapOS("_BentNormalMapOS", 2D) = "white" {}
263262

264263
_HeightMap("HeightMap", 2D) = "black" {}
265-
// Caution: Default value of _HeightAmplitude must be (_HeightMax - _HeightMin) * 0.01
266-
// Those two properties are computed from the ones exposed in the UI and depends on the displaement mode so they are separate because we don't want to lose information upon displacement mode change.
264+
// Caution: Default value of _HeightAmplitude must stay in sync with authored displacement data.
267265
[HideInInspector] _HeightAmplitude("Height Amplitude", Float) = 0.02 // In world units. This will be computed in the UI.
268266
[HideInInspector] _HeightCenter("Height Center", Range(0.0, 1.0)) = 0.5 // In texture space
269267

270-
[Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization("Heightmap Parametrization", Int) = 0
271-
// These parameters are for vertex displacement/Tessellation
272268
_HeightOffset("Height Offset", Float) = 0
273-
// MinMax mode
274-
_HeightMin("Heightmap Min", Float) = -1
275-
_HeightMax("Heightmap Max", Float) = 1
276-
// Amplitude mode
277-
_HeightTessAmplitude("Amplitude", Float) = 2.0 // in Centimeters
278-
_HeightTessCenter("Height Center", Range(0.0, 1.0)) = 0.5 // In texture space
279-
280-
// These parameters are for pixel displacement
281-
_HeightPoMAmplitude("Height Amplitude", Float) = 2.0 // In centimeters
282269

283270
_DetailMap("DetailMap", 2D) = "linearGrey" {}
284271
_DetailAlbedoScale("_DetailAlbedoScale", Range(0.0, 2.0)) = 1
@@ -291,7 +278,6 @@ Shader "Toon(Tessellation)" {
291278
_AnisotropyMap("AnisotropyMap", 2D) = "white" {}
292279

293280
[HideInInspector] _DiffusionProfile("Obsolete, kept for migration purpose", Int) = 0
294-
[HideInInspector] _DiffusionProfileAsset("Diffusion Profile Asset", Vector) = (0, 0, 0, 0)
295281
[HideInInspector] _DiffusionProfileHash("Diffusion Profile Hash", Float) = 0
296282
_SubsurfaceMask("Subsurface Radius", Range(0.0, 1.0)) = 1.0
297283
_SubsurfaceMaskMap("Subsurface Radius Map", 2D) = "white" {}
@@ -318,25 +304,15 @@ Shader "Toon(Tessellation)" {
318304
[Enum(Off, 0, From Ambient Occlusion, 1, From Bent Normals, 2)] _SpecularOcclusionMode("Specular Occlusion Mode", Int) = 1
319305

320306
[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
321-
// Used only to serialize the LDR and HDR emissive color in the material UI,
322-
// in the shader only the _EmissiveColor should be used
323-
[HideInInspector] _EmissiveColorLDR("EmissiveColor LDR", Color) = (0, 0, 0)
324307
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
325308
[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
326-
[HideInInspector] _EmissiveIntensityUnit("Emissive Mode", Int) = 0
327-
[ToggleUI] _UseEmissiveIntensity("Use Emissive Intensity", Int) = 0
328-
_EmissiveIntensity("Emissive Intensity", Float) = 1
329309
_EmissiveExposureWeight("Emissive Pre Exposure", Range(0.0, 1.0)) = 1.0
330310

331311
_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}
332-
[ToggleUI] _DistortionEnable("Enable Distortion", Float) = 0.0
333-
[ToggleUI] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 1.0
334-
[Enum(Add, 0, Multiply, 1, Replace, 2)] _DistortionBlendMode("Distortion Blend Mode", Int) = 0
335312
[HideInInspector] _DistortionSrcBlend("Distortion Blend Src", Int) = 0
336313
[HideInInspector] _DistortionDstBlend("Distortion Blend Dst", Int) = 0
337314
[HideInInspector] _DistortionBlurSrcBlend("Distortion Blur Blend Src", Int) = 0
338315
[HideInInspector] _DistortionBlurDstBlend("Distortion Blur Blend Dst", Int) = 0
339-
[HideInInspector] _DistortionBlurBlendMode("Distortion Blur Blend Mode", Int) = 0
340316
_DistortionScale("Distortion Scale", Float) = 1
341317
_DistortionVectorScale("Distortion Vector Scale", Float) = 2
342318
_DistortionVectorBias("Distortion Vector Bias", Float) = -1
@@ -345,25 +321,15 @@ Shader "Toon(Tessellation)" {
345321
_DistortionBlurRemapMax("DistortionBlurRemapMax", Float) = 1.0
346322

347323
[ToggleUI] _UseShadowThreshold("_UseShadowThreshold", Float) = 0.0
348-
[ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
349324
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
350325
_AlphaCutoffShadow("_AlphaCutoffShadow", Range(0.0, 1.0)) = 0.5
351326
_AlphaCutoffPrepass("_AlphaCutoffPrepass", Range(0.0, 1.0)) = 0.5
352327
_AlphaCutoffPostpass("_AlphaCutoffPostpass", Range(0.0, 1.0)) = 0.5
353-
[ToggleUI] _TransparentDepthPrepassEnable("_TransparentDepthPrepassEnable", Float) = 0.0
354-
[ToggleUI] _TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0.0
355-
[ToggleUI] _TransparentDepthPostpassEnable("_TransparentDepthPostpassEnable", Float) = 0.0
356-
_TransparentSortPriority("_TransparentSortPriority", Float) = 0
357-
358328
// Transparency
359-
[Enum(None, 0, Box, 1, Sphere, 2, Thin, 3)]_RefractionModel("Refraction Model", Int) = 0
360-
[Enum(Proxy, 1, HiZ, 2)]_SSRefractionProjectionModel("Refraction Projection Model", Int) = 0
361329
_Ior("Index Of Refraction", Range(1.0, 2.5)) = 1.0
362-
_ThicknessMultiplier("Thickness Multiplier", Float) = 1.0
363330
_TransmittanceColor("Transmittance Color", Color) = (1.0, 1.0, 1.0)
364331
_TransmittanceColorMap("TransmittanceColorMap", 2D) = "white" {}
365332
_ATDistance("Transmittance Absorption Distance", Float) = 1.0
366-
[ToggleUI] _TransparentWritingMotionVec("_TransparentWritingMotionVec", Float) = 0.0
367333

368334
// Stencil state
369335

@@ -381,11 +347,8 @@ Shader "Toon(Tessellation)" {
381347
[HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 128 // StencilBitMask.ObjectMotionVectors
382348
// Distortion vector pass
383349
[HideInInspector] _StencilRefDistortionVec("_StencilRefDistortionVec", Int) = 64 // StencilBitMask.DistortionVectors
384-
[HideInInspector] _StencilWriteMaskDistortionVec("_StencilWriteMaskDistortionVec", Int) = 64 // StencilBitMask.DistortionVectors
385350

386351
// Blending state
387-
[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0
388-
[HideInInspector] _BlendMode("__blendmode", Float) = 0.0
389352
[HideInInspector] _SrcBlend("__src", Float) = 1.0
390353
[HideInInspector] _DstBlend("__dst", Float) = 0.0
391354
[HideInInspector] _AlphaSrcBlend("__alphaSrc", Float) = 1.0
@@ -399,14 +362,9 @@ Shader "Toon(Tessellation)" {
399362
[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
400363
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("Transparent ZTest", Int) = 4 // Less equal
401364

402-
[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
403-
[ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
404-
405365
[ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0
406-
[Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
407366
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
408367

409-
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase("UV Set for base", Float) = 0
410368
[Enum(WorldSpace, 0, ObjectSpace, 1)] _ObjectSpaceUVMapping("Mapping space", Float) = 0.0
411369
_TexWorldScale("Scale to apply on world coordinate", Float) = 1.0
412370
[HideInInspector] _InvTilingScale("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1
@@ -425,16 +383,12 @@ Shader "Toon(Tessellation)" {
425383
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5
426384
_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15
427385
_PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5
428-
_PPDPrimitiveLength("Primitive length for POM", Float) = 1
429-
_PPDPrimitiveWidth("Primitive width for POM", Float) = 1
430386
[HideInInspector] _InvPrimScale("Inverse primitive scale for non-planar POM", Vector) = (1, 1, 0, 0)
431387

432388
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0
433389
[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0)
434390
[ToggleUI] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0
435391

436-
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
437-
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVEmissive("UV Set for emissive", Float) = 0
438392
_TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0
439393
[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
440394

@@ -456,10 +410,6 @@ Shader "Toon(Tessellation)" {
456410
// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
457411
//////////// _MainTex("BaseMap", 2D) = "white" {}
458412
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
459-
460-
[ToggleUI] _SupportDecals("Support Decals", Float) = 1.0
461-
[ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1.0
462-
[ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0
463413
//////////////////////////////////////////////////////////////////////////////
464414
//////////////////// End of HDRP material default values. ////////////////////
465415
//////////////////////////////////////////////////////////////////////////////

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