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[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0// This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
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[HideInInspector] _TransparentCullMode("_TransparentCullMode", Int) = 2// Back culling by default
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[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4// Less equal
@@ -427,12 +416,6 @@ Shader "Toon" {
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// so we use this enum as "material ID" which can be interpreted as preset of bitfield of material feature
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// The only material feature flag that can be added in all cases is clear coat
// 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.
[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0// This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
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[HideInInspector] _TransparentCullMode("_TransparentCullMode", Int) = 2// Back culling by default
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[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4// Less equal
// 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.
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