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//RealToon - Custom Shadow Resolution
//©MJQStudioWorks
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace RealToon.Script
{
[ExecuteInEditMode]
[RequireComponent(typeof(Light))]
[AddComponentMenu("RealToon/Tools/Custom Shadow Resolution")]
public class CustomShadowResolution : MonoBehaviour
{
[Header("Custom Shadow Resolution V1.0.0")]
[Header("Note: Higher Shadow Resolution = More GPU RAM Usage.")]
[Header("For RealToon Built-In RP Only")]
[Space(10)]
[SerializeField]
[Tooltip("Input value")]
public int Value = 2048;
[SerializeField]
[Tooltip("Final Resolution (Value * 2)")]
public int FinalResolution = 4096;
[Space(10)]
[SerializeField]
[Tooltip("Reset to default value")]
public bool Reset = false;
void Update()
{
this.GetComponent<Light>().shadowCustomResolution = FinalResolution;
FinalResolution = Value * 2;
if (Reset == true)
{
Value = 2048;
FinalResolution = 4096;
Reset = false;
}
if (Value < 0)
{
Value = 0;
FinalResolution = 0;
}
}
}
}

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//RealToon - Frame By Frame Rendering V1.0.0
//©MJQStudioWorks
using UnityEngine;
using System.Collections;
namespace RealToon.Tools.FrameByFrameRendering
{
[AddComponentMenu("RealToon/Tools/Frame By Frame Rendering/Frame By Frame Rendering (Default)")]
public class FrameByFrameRendering_Default : MonoBehaviour
{
[Header("(Frame By Frame Rendering V1.0.0)")]
[Header("Click 'Play' button to start render.")]
[Space(20)]
[Header("==============================")]
[Header("(Settings)")]
[Space(5)]
[SerializeField]
[Tooltip("Example Path: C:/TheNameOfTheFolder (Default folder name is Rendered Files and it will be created to your unity root project folder if this set to empty.")]
public string PathFolder = "Rendered Files";
[SerializeField]
[Tooltip("PNG File Name")]
public string PNGFileName = "Frame";
[Space(15)]
[SerializeField]
[Tooltip("Frame Rate (Set this to 24 if you want Film Style framerate.")]
public int FrameRate = 24;
[SerializeField]
[Tooltip("Start frame to start rendering.")]
public int StartFrame = 0;
[SerializeField]
[Tooltip("End frame to end rendering.")]
public int EndFrame = 100;
[Space(15)]
[SerializeField]
[Tooltip("Render single frame or single image only, For Illustration or Art use.")]
public bool SingleFrameRenderingMode = false;
[Header("==============================")]
[Header("(Information [Display Only] )")]
[Space(5)]
[Tooltip("Display the current frame of your scene/play. (Display Only)")]
public int CurrentFrame = 0;
[Tooltip("Display the information of the operation or rendering. (Display Only)")]
public string info = string.Empty;
private bool StartRendering = false;
private bool StartFrameCheck = false;
private string CurrentRenderedFile = string.Empty;
private int StartFrameCont = 0;
private int EndFrameCont = 100;
private int FrameRateCont = 24;
private string PathFolderCont = "Rendered Files";
private string PNGFileNameCont = "Frame";
private bool SingleFrameRenderingCont = false;
private System.IO.DirectoryInfo DirInfo;
void Start()
{
if (StartFrameCont <= -1)
{
StartFrameCheck = false;
StartRendering = false;
info = "Rendering has not started because 'Start Frame' value is less than 0.";
Debug.LogError(info);
}
if (EndFrameCont <= 0)
{
StartFrameCheck = false;
StartRendering = false;
info = "Rendering has not started because 'End Frame' value is 0 or less than 0.";
Debug.LogError(info);
}
if (FrameRateCont <= 0)
{
StartFrameCheck = false;
StartRendering = false;
info = "Rendering has not started because 'Frame Rate' value is 0 or less than 0.";
Debug.LogError(info);
}
if (PNGFileName == string.Empty)
{
PNGFileName = "Frame";
info = "File Name set to 'Frame' because the field is not set or empty.";
Debug.LogError(info);
}
if (PathFolder == string.Empty)
{
PathFolder = "Rendered Files";
info = "Folder Path set to 'Rendered Files' and will be created to your UNITY ROOT PROJECT FOLDER because the field is not set or empty.";
Debug.LogError(info);
}
Time.captureFramerate = FrameRate;
StartFrameCont = StartFrame;
EndFrameCont = EndFrame;
FrameRateCont = FrameRate;
SingleFrameRenderingCont = SingleFrameRenderingMode;
PathFolderCont = PathFolder;
PNGFileNameCont = PNGFileName;
DirInfo = new System.IO.DirectoryInfo(PathFolder);
if (!System.IO.Directory.Exists(PathFolder))
{
System.IO.Directory.CreateDirectory(PathFolder);
info = "Folder '" + PathFolder + "' Has Been Created To Your Root Project Folder.";
Debug.LogWarning(info);
}
if (SingleFrameRenderingMode == false)
{
info = "Video/Animation Mode";
Debug.LogWarning(info);
if (DirInfo.GetFiles().Length != 0)
{
StartFrameCheck = false;
StartRendering = false;
info = "(Video/Animation Mode) Rendering not started because there are already rendered frames or files in this folder ('" + PathFolder + "'), Please empty this folder or make another folder by changing the Path Folder.";
Debug.LogError(info);
}
else
{
StartFrameCheck = true;
StartRendering = true;
}
}
else
{
StartFrameCheck = true;
StartRendering = true;
info = "Picture or Single Frame Rendering Mode";
Debug.LogWarning(info);
EndFrameCont = 1;
}
}
void Update()
{
CurrentFrame = Time.frameCount - 1;
StartFrame = StartFrameCont;
EndFrame = EndFrameCont;
SingleFrameRenderingMode = SingleFrameRenderingCont;
PathFolder = PathFolderCont;
PNGFileName = PNGFileNameCont;
if (PathFolder == string.Empty)
{
PathFolder = "Rendered Files";
}
else
{
if (StartFrameCheck == true)
{
if (CurrentFrame == StartFrameCont)
{
info = "Rendering Has Started.";
Debug.LogWarning(info);
StartRendering = true;
}
if (StartRendering == true)
{
if (SingleFrameRenderingMode == false)
{
string fname = string.Format("{0}/" + PNGFileNameCont + " {1:D04}.png", PathFolderCont, CurrentFrame);
CurrentRenderedFile = fname;
info = fname;
#if UNITY_2017_1_OR_NEWER
ScreenCapture.CaptureScreenshot(fname);
#endif
#if UNITY_5_6
Application.CaptureScreenshot(fname);
#endif
}
else
{
string fname = string.Format("{0}/" + PNGFileNameCont + " " + System.DateTime.Now.ToString("hh_mm_ss") + ".png", PathFolderCont, CurrentFrame);
CurrentRenderedFile = fname;
info = fname;
#if UNITY_2017_1_OR_NEWER
ScreenCapture.CaptureScreenshot(fname);
#endif
#if UNITY_5_6
Application.CaptureScreenshot(fname);
#endif
}
if (CurrentFrame == EndFrame)
{
info = "Rendering Has Ended." + " [Last Rendered File: " + CurrentRenderedFile + "]";
Debug.LogWarning(info);
StartRendering = false;
StartFrameCheck = false;
}
}
}
}
}
}
}

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//RealToon - Frame By Frame Rendering V1.0.0
//©MJQStudioWorks
using UnityEngine;
using System.Collections;
namespace RealToon.Tools.FrameByFrameRendering
{
[AddComponentMenu("RealToon/Tools/Frame By Frame Rendering/Frame By Frame Rendering (Manual)")]
public class FrameByFrameRendering_Manual : MonoBehaviour
{
[Header("(Frame By Frame Rendering V1.0.0)")]
[Header("Click 'Play' & 'Render' button to start render one by one.")]
[Space(20)]
[SerializeField]
[Tooltip("Current Frame Number")]
public int FrameNumber = 0;
[Space(5)]
[SerializeField]
[Tooltip("Start Render")]
public bool Render = false;
[Header("==============================")]
[Header("(Settings)")]
[Space(5)]
[SerializeField]
[Tooltip("Example Path: C:/TheNameOfTheFolder (Default folder name is Rendered Files and it will be created to your unity root project folder if this set to empty.")]
public string PathFolder = "Rendered Files";
[SerializeField]
[Tooltip("PNG File Name")]
public string PNGFileName = "Frame";
[Space(15)]
[SerializeField]
[Tooltip("Render single frame or single image only, For Illustration or Art use.")]
public bool PictureMode = false;
[Header("==============================")]
[Header("(Information [Display Only] )")]
[Space(5)]
[Tooltip("Display the information of the operation or rendering. (Display Only)")]
public int LastRenderedFrame = 0;
public string info = string.Empty;
private string CurrentRenderedFile = string.Empty;
private string PathFolderCont = "Rendered Files";
private string PNGFileNameCont = "Frame";
private int FrameNumberCont = 0;
private bool PictureModeCont = false;
private bool PreventRender = false;
private System.IO.DirectoryInfo DirInfo;
void Start()
{
if (PNGFileName == string.Empty)
{
PNGFileName = "Frame";
info = "File Name set to 'Frame' because the field is not set or empty.";
Debug.LogError(info);
}
if (PathFolder == string.Empty)
{
PathFolder = "Rendered Files";
info = "Folder Path set to 'Rendered Files' and will be created to your UNITY ROOT PROJECT FOLDER because the field is not set or empty.";
Debug.LogError(info);
}
PictureModeCont = PictureMode;
PathFolderCont = PathFolder;
PNGFileNameCont = PNGFileName;
FrameNumberCont = FrameNumber;
DirInfo = new System.IO.DirectoryInfo(PathFolder);
if (!System.IO.Directory.Exists(PathFolder))
{
System.IO.Directory.CreateDirectory(PathFolder);
info = "Folder '" + PathFolder + "' Has Been Created To Your Root Project Folder.";
Debug.LogWarning(info);
}
if (PictureMode == false)
{
info = "Frame by Frame Rendering Mode";
Debug.LogWarning(info);
if (DirInfo.GetFiles().Length != 0)
{
PreventRender = true;
Render = false;
info = "(Frame by Frame Mode) Rendering not started because there are already rendered frames or files in this folder ('" + PathFolder + "'), Please empty this folder or make another folder by changing the Path Folder.";
Debug.LogError(info);
}
}
else
{
info = "Picture or Single Frame Rendering Mode";
Debug.LogWarning(info);
}
}
void Update()
{
PictureMode = PictureModeCont;
PathFolder = PathFolderCont;
PNGFileName = PNGFileNameCont;
LastRenderedFrame = FrameNumberCont;
if (FrameNumber <= 0)
{
FrameNumber = FrameNumberCont;
}
if (PreventRender == false)
{
if (Render == true)
{
if (PictureMode == false)
{
string fname = string.Format("{0}/" + PNGFileNameCont + " {1:D04}.png", PathFolderCont, FrameNumber);
CurrentRenderedFile = fname;
#if UNITY_2017_1_OR_NEWER
ScreenCapture.CaptureScreenshot(fname);
#endif
#if UNITY_5_6
Application.CaptureScreenshot(fname);
#endif
FrameNumber += 1;
FrameNumberCont = FrameNumber;
info = CurrentRenderedFile;
Debug.LogWarning(info);
Render = false;
}
else
{
string fname = string.Format("{0}/" + PNGFileNameCont + " " + System.DateTime.Now.ToString("hh_mm_ss") + ".png", PathFolderCont, FrameNumber);
CurrentRenderedFile = fname;
#if UNITY_2017_1_OR_NEWER
ScreenCapture.CaptureScreenshot(fname);
#endif
#if UNITY_5_6
Application.CaptureScreenshot(fname);
#endif
info = CurrentRenderedFile;
Debug.LogWarning(info);
Render = false;
}
}
}
}
}
}

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//RealToon - Perspective Adjustment [Helper]
//©MJQStudioWorks
using UnityEngine;
namespace RealToon.Script
{
[ExecuteAlways]
[AddComponentMenu("RealToon/Tools/Perspective Adjustment - Controller")]
public class PerspectiveAdjustmentController : MonoBehaviour
{
[HideInInspector]
[SerializeField]
Transform[] SubTran;
[HideInInspector]
[SerializeField]
Material[] Mat;
[HideInInspector]
[SerializeField]
Transform[] attac;
[Header("Note: Perspective Adjustment feature will be automatically enable\nOn the materials of the object/model that uses RealToon Shader.")]
[Header("It is recommend to set the Clipping Planes - Near of the camera\nto 0.01 to prevent slicing when near.")]
[Space(25)]
[SerializeField]
[Tooltip("This will change the perspective of an object to 2D or 3D or FOV stretch look.\nFor 2d toon/anime look, set it to 0.5 or 0.")]
public float Perspective = 1;
[SerializeField]
[Tooltip("This will change the clipping on the object.\nChange this if the object is overlapping front or back.")]
public float Clip = 0;
[Space(15)]
[SerializeField]
[Tooltip("This will adjust the size of the object when the camera is closer.")]
public float CloseUpSize = 0;
[SerializeField]
[Tooltip("How smooth the transition of the sizing.")]
public float CloseUpSizeSmoothTransition = 1;
[SerializeField]
[Tooltip("Distance transition from the camera to the object.")]
public float CloseUpSizeDistance = 0;
[Space(15)]
[SerializeField]
[Tooltip("Z position of the object in Clip Space.")]
public float ObjectPositionZ = 0;
[Space(15)]
[SerializeField]
[Tooltip("Can animate the values/properties or create keyframe.")]
public bool CanAnimateIt = true;
int coun_obj_wi_ralsha = 0;
int coun_obj_mat = 0;
int coun_obj_mat_arr = 0;
string RT_Sha_Nam_URP = "Universal Render Pipeline/RealToon/Version 5/Default/Default";
string RT_Sha_Nam_HDRP = "HDRP/RealToon/Version 5/Default";
string RT_Sha_Nam_BiRP_DD = "RealToon/Version 5/Default/Default";
string RT_Sha_Nam_BiRP_DFT = "RealToon/Version 5/Default/Fade Transparency";
string RT_Sha_Nam_BiRP_DR = "RealToon/Version 5/Default/Refraction";
string RT_Sha_Nam_BiRP_TDD = "RealToon/Version 5/Tessellation/Default";
string RT_Sha_Nam_BiRP_TDFT = "RealToon/Version 5/Tessellation/Fade Transparency";
string RT_Sha_Nam_BiRP_TDR = "RealToon/Version 5/Tessellation/Refraction";
string RT_Sha_Nam_BiRP_DDL = "RealToon/Version 5/Lite/Default";
string RT_Sha_Nam_BiRP_DFTL = "RealToon/Version 5/Lite/Fade Transparency";
[HideInInspector]
[SerializeField]
bool checkstart = true;
void Start()
{
if (checkstart == true)
{
InitStart();
checkstart = false;
}
}
void LateUpdate()
{
if (Mat != null)
{
if (CanAnimateIt == true)
{
foreach (Material Mate in Mat)
{
if (Mate != null)
{
if (Mate.shader.name == RT_Sha_Nam_URP ||
Mate.shader.name == RT_Sha_Nam_HDRP ||
Mate.shader.name == RT_Sha_Nam_BiRP_DD ||
Mate.shader.name == RT_Sha_Nam_BiRP_DFT ||
Mate.shader.name == RT_Sha_Nam_BiRP_DR ||
Mate.shader.name == RT_Sha_Nam_BiRP_TDD ||
Mate.shader.name == RT_Sha_Nam_BiRP_TDFT ||
Mate.shader.name == RT_Sha_Nam_BiRP_TDR ||
Mate.shader.name == RT_Sha_Nam_BiRP_DDL ||
Mate.shader.name == RT_Sha_Nam_BiRP_DFTL)
{
Set_Shad_Prop(Mate);
}
}
}
}
}
}
void OnValidate()
{
if (Mat != null)
{
foreach (Material Mate in Mat)
{
if (Mate != null)
{
if (Mate.shader.name == RT_Sha_Nam_URP ||
Mate.shader.name == RT_Sha_Nam_HDRP ||
Mate.shader.name == RT_Sha_Nam_BiRP_DD ||
Mate.shader.name == RT_Sha_Nam_BiRP_DFT ||
Mate.shader.name == RT_Sha_Nam_BiRP_DR ||
Mate.shader.name == RT_Sha_Nam_BiRP_TDD ||
Mate.shader.name == RT_Sha_Nam_BiRP_TDFT ||
Mate.shader.name == RT_Sha_Nam_BiRP_TDR ||
Mate.shader.name == RT_Sha_Nam_BiRP_DDL ||
Mate.shader.name == RT_Sha_Nam_BiRP_DFTL)
{
Set_Shad_Prop(Mate);
}
}
}
}
}
/* Remove Later
void OnDestroy()
{
Res_Shad_Prop();
foreach (Material Mate in Mat)
{
if (Mate != null)
{
if (Mate.shader.name == RT_Sha_Nam_URP || Mate.shader.name == RT_Sha_Nam_HDRP)
{
Mate.SetFloat("_N_F_PA", 0.0f);
Mate.DisableKeyword("N_F_PA_ON");
}
}
}
}
*/
void Reset()
{
if (Mat != null)
{
checkstart = true;
Res_Shad_Prop();
foreach (Material Mate in Mat)
{
if (Mate != null)
{
if (Mate.shader.name == RT_Sha_Nam_URP ||
Mate.shader.name == RT_Sha_Nam_HDRP ||
Mate.shader.name == RT_Sha_Nam_BiRP_DD ||
Mate.shader.name == RT_Sha_Nam_BiRP_DFT ||
Mate.shader.name == RT_Sha_Nam_BiRP_DR ||
Mate.shader.name == RT_Sha_Nam_BiRP_TDD ||
Mate.shader.name == RT_Sha_Nam_BiRP_TDFT ||
Mate.shader.name == RT_Sha_Nam_BiRP_TDR ||
Mate.shader.name == RT_Sha_Nam_BiRP_DDL ||
Mate.shader.name == RT_Sha_Nam_BiRP_DFTL)
{
Set_Shad_Prop(Mate);
}
}
}
coun_obj_wi_ralsha = 0;
coun_obj_mat = 0;
coun_obj_mat_arr = 0;
InitStart();
}
}
#region Init
void InitStart()
{
if (attac == null || attac.Length == 0)
{
attac = this.gameObject.GetComponentsInChildren<Transform>();
}
int x = 0;
foreach (Transform Trans in attac)
{
if (Trans.GetComponent<SkinnedMeshRenderer>() == true)
{
if (Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial != null)
{
if (Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_URP ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_HDRP ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DD ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DFT ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DR ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_TDD ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_TDFT ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_TDR ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DDL ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DFTL)
{
coun_obj_wi_ralsha++;
coun_obj_mat += Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterials.Length;
}
}
}
if (Trans.GetComponent<MeshRenderer>() == true)
{
if (Trans.GetComponent<MeshRenderer>().sharedMaterial != null)
{
if (Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_URP ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_HDRP ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DD ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DFT ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DR ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_TDD ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_TDFT ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_TDR ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DDL ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DFTL)
{
coun_obj_wi_ralsha++;
coun_obj_mat += Trans.GetComponent<MeshRenderer>().sharedMaterials.Length;
}
}
}
}
SubTran = new Transform[coun_obj_wi_ralsha];
foreach (Transform Trans in attac)
{
if (Trans.GetComponent<SkinnedMeshRenderer>() == true)
{
if (Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial != null)
{
if (Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_URP ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_HDRP ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DD ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DFT ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DR ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_TDD ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_TDFT ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_TDR ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DDL ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DFTL)
{
SubTran[x] = Trans;
x++;
}
}
}
if (Trans.GetComponent<MeshRenderer>() == true)
{
if (Trans.GetComponent<MeshRenderer>().sharedMaterial != null)
{
if (Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_URP ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_HDRP ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DD ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DFT ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DR ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_TDD ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_TDFT ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_TDR ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DDL ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DFTL)
{
SubTran[x] = Trans;
x++;
}
}
}
}
Mat = new Material[coun_obj_mat];
foreach (Transform Trans in SubTran)
{
if (Trans.GetComponent<SkinnedMeshRenderer>() == true)
{
if (Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial != null)
{
if (Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_URP ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_HDRP ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DD ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DFT ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DR ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_TDD ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_TDFT ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_TDR ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DDL ||
Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DFTL)
{
for (int i = 0; i < Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterials.Length; i++)
{
Mat[coun_obj_mat_arr] = Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterials[i];
coun_obj_mat_arr++;
}
}
}
}
if (Trans.GetComponent<MeshRenderer>() == true)
{
if (Trans.GetComponent<MeshRenderer>().sharedMaterial != null)
{
if (Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_URP ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_HDRP ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DD ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DFT ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DR ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_TDD ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_TDFT ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_TDR ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DDL ||
Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_BiRP_DFTL)
{
for (int i = 0; i < Trans.GetComponent<MeshRenderer>().sharedMaterials.Length; i++)
{
Mat[coun_obj_mat_arr] = Trans.GetComponent<MeshRenderer>().sharedMaterials[i];
coun_obj_mat_arr++;
}
}
}
}
}
foreach (Material Mat in Mat)
{
if (Mat != null)
{
Set_Shad_Prop(Mat);
}
}
}
#endregion
void Set_Shad_Prop(Material Mat)
{
if (Mat.IsKeywordEnabled("N_F_PA_ON") == true)
{
Mat.SetFloat("_PresAdju", Perspective);
Mat.SetFloat("_ClipAdju", Clip);
Mat.SetFloat("_PASize", CloseUpSize);
Mat.SetFloat("_PASmooTrans", CloseUpSizeSmoothTransition);
Mat.SetFloat("_PADist", CloseUpSizeDistance);
Mat.SetFloat("_ObjePosiZCS", ObjectPositionZ);
}
else if (Mat.IsKeywordEnabled("N_F_PA_ON") != true)
{
Mat.EnableKeyword("N_F_PA_ON");
Mat.SetInt("_N_F_PA", 1);
}
}
void Res_Shad_Prop()
{
Perspective = 1.0f;
Clip = 0.0f;
CloseUpSize = 0.0f;
CloseUpSizeSmoothTransition = 1.0f;
CloseUpSizeDistance = 0.0f;
}
}
}

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fileFormatVersion: 2
guid: 257798aae5c4052419047b7e5983c391
AssetOrigin:
serializedVersion: 1
productId: 65518
packageName: RealToon (Pro Anime/Toon Shader)
packageVersion: 5.0.15
assetPath: Assets/RealToon/RealToon Tools/PerspectiveAdjustmentController.cs
uploadId: 889742

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//RealToon - ShadowT SDF Mode [Helper]
//©MJQStudioWorks
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
namespace RealToon.Script
{
[ExecuteAlways]
[AddComponentMenu("RealToon/Tools/ShadowT SDF Mode - Helper")]
public class ShadowTSDFModeHelper : MonoBehaviour
{
[Header("Note: ShadowT feature and SDF Mode will be automatically enable\nWhen you put a material that uses RealToon Shader on the Material slot.")]
[Space(25)]
[Space(10)]
[SerializeField]
[Tooltip("A material that uses 'RealToon - ShadowT' feature and enabled 'SDF Mode'.")]
public Material Material = null;
[SerializeField]
[Tooltip("An object to follow the position.")]
public Transform ObjectToFollow = null;
[Space(10)]
[SerializeField]
public Texture2D SDFTexture = null;
[SerializeField]
[Tooltip("The amount of light.")]
float LightThreshold = 200.0f;
[SerializeField]
[Tooltip("How hard/soft the shadow.")]
float Hardness = 1.0f;
[Space(10)]
[SerializeField]
[Tooltip("Invert the Foward/Front position of the object.")]
bool ForwardInverted = false;
[Tooltip("Invert the Right position of the object.")]
[SerializeField]
bool RightInverted = false;
[Space(10)]
[SerializeField]
[Tooltip("Enable/Disable Self Shadow feature.")]
bool SelfShadow = false;
[Space(10)]
[HideInInspector]
[SerializeField]
bool checkstart = true;
string RT_Sha_Nam_URP = "Universal Render Pipeline/RealToon/Version 5/Default/Default";
string RT_Sha_Nam_HDRP = "HDRP/RealToon/Version 5/Default";
string RT_Sha_Nam_BiRP_DD = "RealToon/Version 5/Default/Default";
string RT_Sha_Nam_BiRP_DFT = "RealToon/Version 5/Default/Fade Transparency";
string RT_Sha_Nam_BiRP_DR = "RealToon/Version 5/Default/Refraction";
string RT_Sha_Nam_BiRP_TDD = "RealToon/Version 5/Tessellation/Default";
string RT_Sha_Nam_BiRP_TDFT = "RealToon/Version 5/Tessellation/Fade Transparency";
string RT_Sha_Nam_BiRP_TDR = "RealToon/Version 5/Tessellation/Refraction";
void LateUpdate()
{
if (Material == null || ObjectToFollow == null)
{ }
else
{
if (Material.shader.name == RT_Sha_Nam_URP ||
Material.shader.name == RT_Sha_Nam_HDRP ||
Material.shader.name == RT_Sha_Nam_BiRP_DD ||
Material.shader.name == RT_Sha_Nam_BiRP_DFT ||
Material.shader.name == RT_Sha_Nam_BiRP_DR ||
Material.shader.name == RT_Sha_Nam_BiRP_TDD ||
Material.shader.name == RT_Sha_Nam_BiRP_TDFT ||
Material.shader.name == RT_Sha_Nam_BiRP_TDR)
{
Material.SetFloat("_ShadowTLightThreshold", LightThreshold);
Material.SetFloat("_ShadowTHardness", Hardness);
switch(ForwardInverted)
{
case true:
Material.SetVector("_ObjectForward", -ObjectToFollow.transform.forward);
break;
case false:
Material.SetVector("_ObjectForward", ObjectToFollow.transform.forward);
break;
}
switch (RightInverted)
{
case true:
Material.SetVector("_ObjectRight", -ObjectToFollow.transform.right);
break;
case false:
Material.SetVector("_ObjectRight", ObjectToFollow.transform.right);
break;
}
}
}
}
void OnValidate()
{
if (Material == null)
{
checkstart = true;
}
else if (Material != null)
{
if (Material.shader.name == RT_Sha_Nam_URP ||
Material.shader.name == RT_Sha_Nam_HDRP ||
Material.shader.name == RT_Sha_Nam_BiRP_DD ||
Material.shader.name == RT_Sha_Nam_BiRP_DFT ||
Material.shader.name == RT_Sha_Nam_BiRP_DR ||
Material.shader.name == RT_Sha_Nam_BiRP_TDD ||
Material.shader.name == RT_Sha_Nam_BiRP_TDFT ||
Material.shader.name == RT_Sha_Nam_BiRP_TDR)
{
if (checkstart == true)
{
if ( (Material.IsKeywordEnabled("N_F_ST_ON") == false && Material.IsKeywordEnabled("N_F_STSDFM_ON") == false) ||
(Material.IsKeywordEnabled("N_F_ST_ON") == true && Material.IsKeywordEnabled("N_F_STSDFM_ON") == false) ||
(Material.IsKeywordEnabled("N_F_ST_ON") == false && Material.IsKeywordEnabled("N_F_STSDFM_ON") == true) )
{
Material.EnableKeyword("N_F_ST_ON");
Material.SetFloat("_N_F_ST", 1.0f);
Material.EnableKeyword("N_F_STSDFM_ON");
Material.SetFloat("_N_F_STSDFM", 1.0f);
if(Material.IsKeywordEnabled("N_F_ST_ON") == true)
{
SelfShadow = true;
}
else if(Material.IsKeywordEnabled("N_F_ST_ON") == false)
{
SelfShadow = false;
}
checkstart = false;
}
}
{
if (Material.GetTexture("_ShadowT") != null ||
Material.GetTexture("_ShadowT") == null)
{
Material.SetTexture("_ShadowT", SDFTexture);
}
switch (SelfShadow)
{
case true:
Material.EnableKeyword("N_F_SS_ON");
Material.SetFloat("_N_F_SS", 1.0f);
break;
case false:
Material.DisableKeyword("N_F_SS_ON");
Material.SetFloat("_N_F_SS", 0.0f);
break;
}
}
}
}
}
void Reset()
{
Material = null;
ObjectToFollow = null;
checkstart = true;
}
}
}

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fileFormatVersion: 2
guid: 94b1292d6eecd6b489a2afd078000520
AssetOrigin:
serializedVersion: 1
productId: 65518
packageName: RealToon (Pro Anime/Toon Shader)
packageVersion: 5.0.15
assetPath: Assets/RealToon/RealToon Tools/ShadowTSDFModeHelper.cs
uploadId: 889742

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//RealToon - Smear Effect [Helper]
//©MJQStudioWorks
using UnityEngine;
using System.Collections.Generic;
namespace RealToon.Script
{
[ExecuteAlways]
[AddComponentMenu("RealToon/Tools/Smear Effect - Helper")]
public class SmearEffectHelper : MonoBehaviour
{
Queue<Vector3> recentPositions = new Queue<Vector3>();
[HideInInspector]
[SerializeField]
Transform[] SubTran;
[HideInInspector]
[SerializeField]
Material[] Mat;
[HideInInspector]
[SerializeField]
Transform[] attac;
[Header("Note: Smear Effect feature will be automatically enable\nOn the materials of the object/model that uses RealToon Shader.")]
[Space(25)]
[SerializeField]
[Tooltip("An object to control the smear effect.")]
public Transform SmearController;
[Space(10)]
[SerializeField]
[Tooltip("How long the distorted line trails stays on the previous position.")]
int Delay = 15;
[SerializeField]
[Tooltip("How large/small the trailing noise.")]
float NoiseSize = 100;
[SerializeField]
[Tooltip("How tall/short the trailing noise.")]
float TrailSize = 1.5f;
[Space(10)]
[SerializeField]
[Tooltip("Pause the current smear effect.")]
bool PauseSmear = false;
int coun_obj_wi_ralsha = 0;
int coun_obj_mat = 0;
int coun_obj_mat_arr = 0;
[HideInInspector]
[SerializeField]
bool checkstart = true;
string RT_Sha_Nam_URP = "Universal Render Pipeline/RealToon/Version 5/Default/Default";
string RT_Sha_Nam_HDRP = "HDRP/RealToon/Version 5/Default";
void Start()
{
if (checkstart == true)
{
InitStart();
checkstart = false;
}
}
void LateUpdate()
{
if (SmearController != null)
{
if (PauseSmear != true)
{
if (Mat != null)
{
foreach (Material mate in Mat)
{
if (mate != null)
{
mate.SetVector("_ObjPosi", SmearController.position);
recentPositions.Enqueue(SmearController.position);
if (recentPositions.Count > Delay)
mate.SetVector("_PrevPosition", recentPositions.Dequeue());
Set_Shad_Prop(mate);
}
}
}
}
}
}
void Reset()
{
if (Mat != null)
{
foreach (Material mate in Mat)
{
if (mate != null)
{
mate.SetVector("_ObjPosi", new Vector4(0, 0, 0, 0));
mate.SetVector("_PrevPosition", new Vector4(0, 0, 0, 0));
}
}
recentPositions.Dequeue();
recentPositions.Clear();
checkstart = true;
coun_obj_wi_ralsha = 0;
coun_obj_mat = 0;
coun_obj_mat_arr = 0;
Res_Shad_Prop();
InitStart();
checkstart = false;
}
}
void OnDisable()
{
recentPositions.Dequeue();
foreach (Material mate in Mat)
{
if (mate != null)
{
mate.SetVector("_ObjPosi", new Vector4(0, 0, 0, 0));
mate.SetVector("_PrevPosition", new Vector4(0, 0, 0, 0));
}
}
}
/* Remove Later
void OnDestroy()
{
recentPositions.Clear();
Res_Shad_Prop();
foreach (Material Mate in Mat)
{
if (Mate != null)
{
if (Mate.shader.name == RT_Sha_Nam_URP || Mate.shader.name == RT_Sha_Nam_HDRP)
{
Mate.SetVector("_ObjPosi", new Vector4(0, 0, 0, 0));
Mate.SetVector("_PrevPosition", new Vector4(0, 0, 0, 0));
Mate.SetFloat("_N_F_SE", 0.0f);
Mate.DisableKeyword("N_F_SE_ON");
}
}
}
}
*/
#region Init
void InitStart()
{
if (attac == null || attac.Length == 0)
{
attac = this.gameObject.GetComponentsInChildren<Transform>();
}
if (SmearController == null)
{
SmearController = this.gameObject.transform;
}
int x = 0;
foreach (Transform Trans in attac)
{
if (Trans.GetComponent<SkinnedMeshRenderer>() == true)
{
if (Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial != null)
{
if (Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_URP || Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_HDRP)
{
coun_obj_wi_ralsha++;
coun_obj_mat += Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterials.Length;
}
}
}
if (Trans.GetComponent<MeshRenderer>() == true)
{
if (Trans.GetComponent<MeshRenderer>().sharedMaterial != null)
{
if (Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_URP || Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_HDRP)
{
coun_obj_wi_ralsha++;
coun_obj_mat += Trans.GetComponent<MeshRenderer>().sharedMaterials.Length;
}
}
}
}
SubTran = new Transform[coun_obj_wi_ralsha];
foreach (Transform Trans in attac)
{
if (Trans.GetComponent<SkinnedMeshRenderer>() == true)
{
if (Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial != null)
{
if (Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_URP || Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_HDRP)
{
SubTran[x] = Trans;
x++;
}
}
}
if (Trans.GetComponent<MeshRenderer>() == true)
{
if (Trans.GetComponent<MeshRenderer>().sharedMaterial != null)
{
if (Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_URP || Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_HDRP)
{
SubTran[x] = Trans;
x++;
}
}
}
}
Mat = new Material[coun_obj_mat];
foreach (Transform Trans in SubTran)
{
if (Trans.GetComponent<SkinnedMeshRenderer>() == true)
{
if (Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial != null)
{
if (Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_URP || Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_HDRP)
{
for (int i = 0; i < Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterials.Length; i++)
{
Mat[coun_obj_mat_arr] = Trans.GetComponent<SkinnedMeshRenderer>().sharedMaterials[i];
coun_obj_mat_arr++;
}
}
}
}
if (Trans.GetComponent<MeshRenderer>() == true)
{
if (Trans.GetComponent<MeshRenderer>().sharedMaterial != null)
{
if (Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_URP || Trans.GetComponent<MeshRenderer>().sharedMaterial.shader.name == RT_Sha_Nam_HDRP)
{
for (int i = 0; i < Trans.GetComponent<MeshRenderer>().sharedMaterials.Length; i++)
{
Mat[coun_obj_mat_arr] = Trans.GetComponent<MeshRenderer>().sharedMaterials[i];
coun_obj_mat_arr++;
}
}
}
}
}
foreach (Material Mat in Mat)
{
if (Mat != null)
{
Set_Shad_Prop(Mat);
}
}
}
#endregion
void Set_Shad_Prop(Material Mat)
{
if (Mat.IsKeywordEnabled("N_F_SE_ON") == true)
{
Mat.SetFloat("_NoiseSize", NoiseSize);
Mat.SetFloat("_TrailSize", TrailSize);
}
else if (Mat.IsKeywordEnabled("N_F_SE_ON") != true)
{
Mat.EnableKeyword("N_F_SE_ON");
Mat.SetInt("_N_F_SE", 1);
}
}
void Res_Shad_Prop()
{
NoiseSize = 100;
TrailSize = 1.5f;
Delay = 15;
}
}
}

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fileFormatVersion: 2
guid: 9b8a89bf5e3673342a090796bba2a357
AssetOrigin:
serializedVersion: 1
productId: 65518
packageName: RealToon (Pro Anime/Toon Shader)
packageVersion: 5.0.15
assetPath: Assets/RealToon/RealToon Tools/SmearEffectHelper.cs
uploadId: 889742

View File

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//RealToon - SmoothObjectNomal [Helper]
//©MJQStudioWorks
using UnityEngine;
namespace RealToon.Script
{
[ExecuteAlways]
[AddComponentMenu("RealToon/Tools/Smooth Object Normal - Helper")]
public class SmoothObjectNormalHelper : MonoBehaviour
{
[Header("Note: Smooth Object Normal feature will be automatically enable\nWhen you put a material that uses RealToon Shader on the Material slot.")]
[Space(25)]
[SerializeField]
[Range(0f, 1f)]
[Tooltip("The amount of Smoothed Object Normal.")]
public float Intensity = 0;
[Space(10)]
[SerializeField]
[Tooltip("A material that uses 'RealToon - Smooth Object Normal' feature.")]
public Material Material = null;
[SerializeField]
[Tooltip("An object to follow the position.")]
public Transform ObjectToFollow = null;
[Space(10)]
[SerializeField]
[Tooltip("Show object normal.")]
public bool ShowNormal = false;
[HideInInspector]
[SerializeField]
bool checkstart = true;
string RT_Sha_Nam_URP = "Universal Render Pipeline/RealToon/Version 5/Default/Default";
string RT_Sha_Nam_HDRP = "HDRP/RealToon/Version 5/Default";
string RT_Sha_Nam_BiRP_DD = "RealToon/Version 5/Default/Default";
string RT_Sha_Nam_BiRP_DFT = "RealToon/Version 5/Default/Fade Transparency";
string RT_Sha_Nam_BiRP_DR = "RealToon/Version 5/Default/Refraction";
string RT_Sha_Nam_BiRP_TDD = "RealToon/Version 5/Tessellation/Default";
string RT_Sha_Nam_BiRP_TDFT = "RealToon/Version 5/Tessellation/Fade Transparency";
string RT_Sha_Nam_BiRP_TDR = "RealToon/Version 5/Tessellation/Refraction";
string RT_Sha_Nam_BiRP_LD = "RealToon/Version 5/Lite/Default";
string RT_Sha_Nam_BiRP_LFT = "RealToon/Version 5/Lite/Fade Transparency";
void LateUpdate()
{
if (Material == null || ObjectToFollow == null)
{ }
else
{
if (Material.shader.name == RT_Sha_Nam_URP ||
Material.shader.name == RT_Sha_Nam_HDRP ||
Material.shader.name == RT_Sha_Nam_BiRP_DD ||
Material.shader.name == RT_Sha_Nam_BiRP_DFT ||
Material.shader.name == RT_Sha_Nam_BiRP_DR ||
Material.shader.name == RT_Sha_Nam_BiRP_TDD ||
Material.shader.name == RT_Sha_Nam_BiRP_TDFT ||
Material.shader.name == RT_Sha_Nam_BiRP_TDR ||
Material.shader.name == RT_Sha_Nam_BiRP_LD ||
Material.shader.name == RT_Sha_Nam_BiRP_LFT)
{
Vector3 ObjPos = ObjectToFollow.gameObject.transform.position;
Material.SetVector("_XYZPosition", ObjPos);
Material.SetFloat("_SmoothObjectNormal", Intensity);
}
}
}
void OnValidate()
{
if (Material == null)
{
checkstart = true;
}
else if (Material != null)
{
if (Material.shader.name == RT_Sha_Nam_URP ||
Material.shader.name == RT_Sha_Nam_HDRP ||
Material.shader.name == RT_Sha_Nam_BiRP_DD ||
Material.shader.name == RT_Sha_Nam_BiRP_DFT ||
Material.shader.name == RT_Sha_Nam_BiRP_DR ||
Material.shader.name == RT_Sha_Nam_BiRP_TDD ||
Material.shader.name == RT_Sha_Nam_BiRP_TDFT ||
Material.shader.name == RT_Sha_Nam_BiRP_TDR ||
Material.shader.name == RT_Sha_Nam_BiRP_LD ||
Material.shader.name == RT_Sha_Nam_BiRP_LFT)
{
if (checkstart == true)
{
if (Material.IsKeywordEnabled("N_F_SON_ON") == false)
{
Material.EnableKeyword("N_F_SON_ON");
Material.SetFloat("_N_F_SON", 1.0f);
checkstart = false;
}
}
switch(ShowNormal)
{
case true:
Material.SetFloat("_ShowNormal", 1.0f);
break;
case false:
Material.SetFloat("_ShowNormal", 0.0f);
break;
}
}
}
}
void Reset()
{
Material = null;
ObjectToFollow = null;
checkstart = true;
}
}
}

View File

@@ -0,0 +1,18 @@
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externalObjects: {}
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assetBundleName:
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productId: 65518
packageName: RealToon (Pro Anime/Toon Shader)
packageVersion: 5.0.15
assetPath: Assets/RealToon/RealToon Tools/SmoothObjectNormalHelper.cs
uploadId: 889742