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ver 0.19.0-alpha
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yoship1639 committed Apr 8, 2022
1 parent a4a21c4 commit 24db876
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3 changes: 3 additions & 0 deletions CHANGELOG.md
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@@ -1,5 +1,8 @@
# Changelog

## [0.19.0] - 2022-04-08
- Added experimental spherical shadow coordinate correction.

## [0.18.3] - 2022-04-08
- Lightweighted logic for normal correction.

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30 changes: 30 additions & 0 deletions Documents/documents.html
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Expand Up @@ -231,6 +231,36 @@ <h2>マテリアルプロパティ</h3>
<p>_NormalCorrectOrigin</p>
</td>
</tr>
<tr>
<th class="is-vcentered">Shadow Correction (Experimental)</th>
<th class="is-vcentered">Spherical Shadow Correct</th>
<td class="is-vcentered">
<p>球面影座標補正の割合を指定します。主にReceiveShadowが有効な時に顔に変なセルフシャドーが入るのを防ぎます。</p>
</td>
<td class="is-vcentered">
<p>_ShadowCorrect</p>
</td>
</tr>
<tr>
<th class="is-vcentered"></th>
<th class="is-vcentered">Spherical Shadow Correct Origin</th>
<td class="is-vcentered">
<p>球面影座標補正のオブジェクト座標の中心点を指定します。</p>
</td>
<td class="is-vcentered">
<p>_ShadowCorrectOrigin</p>
</td>
</tr>
<tr>
<th class="is-vcentered"></th>
<th class="is-vcentered">Spherical Shadow Correct Radius</th>
<td class="is-vcentered">
<p>球面影座標補正のオブジェクト座標の中心点からどの位の半径離れた位置を影座標とみなすかを指定します。</p>
</td>
<td class="is-vcentered">
<p>_ShadowCorrectRadius</p>
</td>
</tr>
<tr>
<th class="is-vcentered">Physical Property</th>
<th class="is-vcentered">Metallic</th>
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26 changes: 22 additions & 4 deletions Editor/ShaderGUI/LitShader.cs
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Expand Up @@ -12,6 +12,7 @@ class LitShader : ShaderGUI
SavedBool fo_workflow;
SavedBool fo_baseColor;
SavedBool fo_shading;
SavedBool fo_shadowCorrection;
SavedBool fo_physicalProperty;
SavedBool fo_surface;
SavedBool fo_detail;
Expand All @@ -25,6 +26,7 @@ void OnOpenGUI()
fo_workflow = new SavedBool($"{prefix}.Workflow", true);
fo_baseColor = new SavedBool($"{prefix}.BaseColor", true);
fo_shading = new SavedBool($"{prefix}.Shading", true);
fo_shadowCorrection = new SavedBool($"{prefix}.ShadowCorrection", true);
fo_physicalProperty = new SavedBool($"{prefix}.PhysicalProperty", true);
fo_surface = new SavedBool($"{prefix}.Surface", true);
fo_detail = new SavedBool($"{prefix}.Detail", true);
Expand All @@ -46,8 +48,15 @@ public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] pro
var changed = false;
var blendModeChanged = false;

if (EditorGUILayout.LinkButton("Documents"))
{
System.Diagnostics.Process.Start("https://yoship1639.github.io/UniToon/Documents/documents.html");
}

EditorGUILayout.Space();

// version
GUILayout.Label("UniToon ver 0.18.3-alpha");
GUILayout.Label("UniToon ver 0.19.0-alpha");

EditorGUILayout.Space();
changed = MaterialGUI.Enum<UniToonVersion>("Version", FindProperty("_UniToonVer", properties));
Expand Down Expand Up @@ -107,6 +116,15 @@ public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] pro
}
changed |= EndSection();

// shadow correction
if (BeginSection("Shadow Correction (Experimental)", fo_shadowCorrection))
{
changed |= MaterialGUI.Slider("Spherical Shadow Correct", FindProperty("_ShadowCorrect", properties), 0.0f, 1.0f);
changed |= MaterialGUI.Vector3("Spherical Shadow Correct Origin", FindProperty("_ShadowCorrectOrigin", properties));
changed |= MaterialGUI.Slider("Spherical Shadow Correct Radius", FindProperty("_ShadowCorrectRadius", properties), 0.0f, 2.0f);
}
changed |= EndSection();

// physical property
if (BeginSection("Physical Property", fo_physicalProperty))
{
Expand Down Expand Up @@ -142,8 +160,8 @@ public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] pro
}
changed |= EndSection();

// outline (experimental)
if (BeginSection("Outline (Experimental)", fo_outline))
// outline
if (BeginSection("Outline", fo_outline))
{
materialEditor.TexturePropertySingleLine(new GUIContent("Outline Mask"), FindProperty("_OutlineMask", properties));
changed |= MaterialGUI.Slider("Outline Saturation", FindProperty("_OutlineSaturation", properties), 0.0f, 4.0f);
Expand All @@ -153,7 +171,7 @@ public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] pro
changed |= MaterialGUI.Slider("Outline Strength", FindProperty("_OutlineStrength", properties), 0.0f, 1.0f);
changed |= MaterialGUI.Slider("Outline Smoothness", FindProperty("_OutlineSmoothness", properties), 0.0f, 1.0f);

EditorGUILayout.HelpBox("Outline (Experimental) requires that the camera depth texture is enabled", MessageType.Info);
EditorGUILayout.HelpBox("Outline requires that the camera depth texture is enabled", MessageType.Info);
}
changed |= EndSection();

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2 changes: 1 addition & 1 deletion README.md
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@@ -1,6 +1,6 @@
# UniToon

ver 0.18.3-alpha
ver 0.19.0-alpha

Physically-based Toon Shader for game applications. Compliant with Unity standard rendering functions. It is not targeted to be multifunctional in order to keep performance, but to be universally usable.

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3 changes: 3 additions & 0 deletions Shaders/URP_2020_2/LitURP2020_2.shader
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Expand Up @@ -7,6 +7,9 @@ Shader "UniToon/URP_2020_2/Lit"
_ToonyFactor("Toony Factor", Range(0.001, 1.0)) = 0.1
_NormalCorrect("Normal Correct", Range(0.0, 1.0)) = 0.0
_NormalCorrectOrigin("Normal Correct Origin", Vector) = (0, 0, 0)
_ShadowCorrect("Shadow Correct", Range(0.0, 1.0)) = 0.0
_ShadowCorrectOrigin("Shadow Correct Origin", Vector) = (0, 0, 0)
_ShadowCorrectRadius("Shadow Correct Radius", Range(0.0, 2.0)) = 0.2

[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
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3 changes: 3 additions & 0 deletions Shaders/URP_2020_3/LitURP2020_3.shader
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Expand Up @@ -7,6 +7,9 @@ Shader "UniToon/URP_2020_3/Lit"
_ToonyFactor("Toony Factor", Range(0.001, 1.0)) = 0.1
_NormalCorrect("Normal Correct", Range(0.0, 1.0)) = 0.0
_NormalCorrectOrigin("Normal Correct Origin", Vector) = (0, 0, 0)
_ShadowCorrect("Shadow Correct", Range(0.0, 1.0)) = 0.0
_ShadowCorrectOrigin("Shadow Correct Origin", Vector) = (0, 0, 0)
_ShadowCorrectRadius("Shadow Correct Radius", Range(0.0, 2.0)) = 0.2

[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
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18 changes: 16 additions & 2 deletions Shaders/URP_2021_1/LitForwardPass.hlsl
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Expand Up @@ -52,6 +52,7 @@ struct Varyings

float4 screenPos : TEXCOORD9;
float3 normalCorrectWS : TEXCOORD10;
float3 shadowCorrectWS : TEXCOORD11;

float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
Expand Down Expand Up @@ -81,7 +82,7 @@ void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.shadowCorrectWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
Expand Down Expand Up @@ -145,7 +146,20 @@ Varyings LitPassVertex(Attributes input)
#endif

#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);

float3 shadowCorrectDir = (input.positionOS.xyz - _ShadowCorrectOrigin);
shadowCorrectDir = SafeNormalize(shadowCorrectDir);
float3 shadowCorrectOS = _ShadowCorrectOrigin + shadowCorrectDir * _ShadowCorrectRadius;
VertexPositionInputs shadowVertexInput = GetVertexPositionInputs(lerp(input.positionOS.xyz, shadowCorrectOS, _ShadowCorrect));
output.shadowCoord = GetShadowCoord(shadowVertexInput);

#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)

float3 shadowCorrectDir = (input.positionOS.xyz - _ShadowCorrectOrigin);
shadowCorrectDir = SafeNormalize(shadowCorrectDir);
float3 shadowCorrectOS = _ShadowCorrectOrigin + shadowCorrectDir * _ShadowCorrectRadius;
output.shadowCorrectWS = TransformObjectToWorld(lerp(input.positionOS.xyz, shadowCorrectOS, _ShadowCorrect));

#endif

output.positionCS = vertexInput.positionCS;
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23 changes: 16 additions & 7 deletions Shaders/URP_2021_1/LitInput.hlsl
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Expand Up @@ -15,6 +15,9 @@ CBUFFER_START(UnityPerMaterial)
half _ToonyFactor;
half _NormalCorrect;
half3 _NormalCorrectOrigin;
half _ShadowCorrect;
half3 _ShadowCorrectOrigin;
half _ShadowCorrectRadius;
float4 _ShadeMap_ST;
half4 _ShadeColor;
half _ShadeHue;
Expand Down Expand Up @@ -59,7 +62,10 @@ CBUFFER_END
UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
UNITY_DOTS_INSTANCED_PROP(float, _ToonyFactor)
UNITY_DOTS_INSTANCED_PROP(float, _NormalCorrect)
UNITY_DOTS_INSTANCED_PROP(float, _NormalCorrectOrigin)
UNITY_DOTS_INSTANCED_PROP(float3, _NormalCorrectOrigin)
UNITY_DOTS_INSTANCED_PROP(float, _ShadowCorrect)
UNITY_DOTS_INSTANCED_PROP(float3, _ShadowCorrectOrigin)
UNITY_DOTS_INSTANCED_PROP(float, _ShadowCorrectRadius)
UNITY_DOTS_INSTANCED_PROP(float4, _ShadeColor)
UNITY_DOTS_INSTANCED_PROP(float, _ShadeHue)
UNITY_DOTS_INSTANCED_PROP(float, _ShadeSaturation)
Expand Down Expand Up @@ -93,13 +99,16 @@ UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
UNITY_DOTS_INSTANCED_PROP(float , _AdditionalLightHiCut)
UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)

#define _ToonyFactor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_ToonyFactor)
#define _NormalCorrect UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_NormalCorrect)
#define _NormalCorrectOrigin UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_NormalCorrectOrigin)
#define _ToonyFactor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_ToonyFactor)
#define _NormalCorrect UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_NormalCorrect)
#define _NormalCorrectOrigin UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float3 , Metadata_NormalCorrectOrigin)
#define _ShadowCorrect UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_ShadowCorrect)
#define _ShadowCorrectOrigin UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float3 , Metadata_ShadowCorrectOrigin)
#define _ShadowCorrectRadius UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_ShadowCorrectRadius)
#define _ShadeColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_ShadeColor)
#define _ShadeHue UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_ShadeHue)
#define _ShadeSaturation UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_ShadeSaturation)
#define _ShadeBrightness UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_ShadeBrightness)
#define _ShadeHue UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_ShadeHue)
#define _ShadeSaturation UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_ShadeSaturation)
#define _ShadeBrightness UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_ShadeBrightness)
#define _BaseColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_BaseColor)
#define _SpecColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_SpecColor)
#define _EmissionColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_EmissionColor)
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3 changes: 3 additions & 0 deletions Shaders/URP_2021_1/LitURP2021_1.shader
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,9 @@ Shader "UniToon/URP_2021_1/Lit"
_ToonyFactor("Toony Factor", Range(0.001, 1.0)) = 0.1
_NormalCorrect("Normal Correct", Range(0.0, 1.0)) = 0.0
_NormalCorrectOrigin("Normal Correct Origin", Vector) = (0, 0, 0)
_ShadowCorrect("Shadow Correct", Range(0.0, 1.0)) = 0.0
_ShadowCorrectOrigin("Shadow Correct Origin", Vector) = (0, 0, 0)
_ShadowCorrectRadius("Shadow Correct Radius", Range(0.0, 2.0)) = 0.2

[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
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18 changes: 16 additions & 2 deletions Shaders/URP_2021_2/LitForwardPass.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -61,6 +61,7 @@ struct Varyings

float4 screenPos : TEXCOORD10;
float3 normalCorrectWS : TEXCOORD11;
float3 shadowCorrectWS : TEXCOORD12;

float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
Expand Down Expand Up @@ -95,7 +96,7 @@ void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
inputData.shadowCoord = TransformWorldToShadowCoord(input.shadowCorrectWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
Expand Down Expand Up @@ -184,7 +185,20 @@ Varyings LitPassVertex(Attributes input)
#endif

#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);

float3 shadowCorrectDir = (input.positionOS.xyz - _ShadowCorrectOrigin);
shadowCorrectDir = SafeNormalize(shadowCorrectDir);
float3 shadowCorrectOS = _ShadowCorrectOrigin + shadowCorrectDir * _ShadowCorrectRadius;
VertexPositionInputs shadowVertexInput = GetVertexPositionInputs(lerp(input.positionOS.xyz, shadowCorrectOS, _ShadowCorrect));
output.shadowCoord = GetShadowCoord(shadowVertexInput);

#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)

float3 shadowCorrectDir = (input.positionOS.xyz - _ShadowCorrectOrigin);
shadowCorrectDir = SafeNormalize(shadowCorrectDir);
float3 shadowCorrectOS = _ShadowCorrectOrigin + shadowCorrectDir * _ShadowCorrectRadius;
output.shadowCorrectWS = TransformObjectToWorld(lerp(input.positionOS.xyz, shadowCorrectOS, _ShadowCorrect));

#endif

output.positionCS = vertexInput.positionCS;
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23 changes: 16 additions & 7 deletions Shaders/URP_2021_2/LitInput.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -16,6 +16,9 @@ CBUFFER_START(UnityPerMaterial)
half _ToonyFactor;
half _NormalCorrect;
half3 _NormalCorrectOrigin;
half _ShadowCorrect;
half3 _ShadowCorrectOrigin;
half _ShadowCorrectRadius;
float4 _ShadeMap_ST;
half4 _ShadeColor;
half _ShadeHue;
Expand Down Expand Up @@ -59,7 +62,10 @@ CBUFFER_END
UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
UNITY_DOTS_INSTANCED_PROP(float, _ToonyFactor)
UNITY_DOTS_INSTANCED_PROP(float, _NormalCorrect)
UNITY_DOTS_INSTANCED_PROP(float, _NormalCorrectOrigin)
UNITY_DOTS_INSTANCED_PROP(float3, _NormalCorrectOrigin)
UNITY_DOTS_INSTANCED_PROP(float, _ShadowCorrect)
UNITY_DOTS_INSTANCED_PROP(float3, _ShadowCorrectOrigin)
UNITY_DOTS_INSTANCED_PROP(float, _ShadowCorrectRadius)
UNITY_DOTS_INSTANCED_PROP(float4, _ShadeColor)
UNITY_DOTS_INSTANCED_PROP(float, _ShadeHue)
UNITY_DOTS_INSTANCED_PROP(float, _ShadeSaturation)
Expand Down Expand Up @@ -92,13 +98,16 @@ UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
UNITY_DOTS_INSTANCED_PROP(float , _AdditionalLightHiCut)
UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)

#define _ToonyFactor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_ToonyFactor)
#define _NormalCorrect UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_NormalCorrect)
#define _NormalCorrectOrigin UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_NormalCorrectOrigin)
#define _ToonyFactor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_ToonyFactor)
#define _NormalCorrect UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_NormalCorrect)
#define _NormalCorrectOrigin UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float3 , Metadata_NormalCorrectOrigin)
#define _ShadowCorrect UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_ShadowCorrect)
#define _ShadowCorrectOrigin UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float3 , Metadata_ShadowCorrectOrigin)
#define _ShadowCorrectRadius UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_ShadowCorrectRadius)
#define _ShadeColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_ShadeColor)
#define _ShadeHue UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_ShadeHue)
#define _ShadeSaturation UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_ShadeSaturation)
#define _ShadeBrightness UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_ShadeBrightness)
#define _ShadeHue UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_ShadeHue)
#define _ShadeSaturation UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_ShadeSaturation)
#define _ShadeBrightness UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_ShadeBrightness)
#define _BaseColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_BaseColor)
#define _SpecColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_SpecColor)
#define _EmissionColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_EmissionColor)
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3 changes: 3 additions & 0 deletions Shaders/URP_2021_2/LitURP2021_2.shader
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,9 @@ Shader "UniToon/URP_2021_2/Lit"
_ToonyFactor("Toony Factor", Range(0.001, 1.0)) = 0.1
_NormalCorrect("Normal Correct", Range(0.0, 1.0)) = 0.0
_NormalCorrectOrigin("Normal Correct Origin", Vector) = (0, 0, 0)
_ShadowCorrect("Shadow Correct", Range(0.0, 1.0)) = 0.0
_ShadowCorrectOrigin("Shadow Correct Origin", Vector) = (0, 0, 0)
_ShadowCorrectRadius("Shadow Correct Radius", Range(0.0, 2.0)) = 0.2

[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
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2 changes: 1 addition & 1 deletion package.json
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
{
"name": "com.yoship1639.unitoon",
"version": "0.18.3",
"version": "0.19.0",
"displayName": "UniToon",
"description": "A universally usable toon shader. compliant with Unity standard rendering functions, aiming to create a shader that can withstand avatar use across platforms, such as VRM, which is expected to grow in the future",
"unity": "2020.2",
Expand Down

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