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Next version is 0.7.2-preview
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H3idi-X committed May 27, 2022
1 parent 384c536 commit 36d0ae9
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Showing 8 changed files with 11 additions and 7 deletions.
4 changes: 4 additions & 0 deletions com.unity.toonshader/CHANGELOG.md
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# Changelog
## [0.7.2-preview] - 2022-05-27
### Updated:
* Next Version is 0.7.2-preview

## [0.7.1-preview] - 2022-05-26
### Updated:
* Polished docs.
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2 changes: 1 addition & 1 deletion com.unity.toonshader/Editor/UTS3GUI.cs
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Expand Up @@ -13,7 +13,7 @@ internal partial class UTS3GUI : UnityEditor.ShaderGUI

protected const float kVersionX = 0.0f;
protected const float kVersionY = 7.0f;
protected const float kVersionZ = 1.0f;
protected const float kVersionZ = 2.0f;

// Render Pipelines UTS supports are the followings
internal enum RenderPipeline
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2 changes: 1 addition & 1 deletion com.unity.toonshader/Runtime/HDRP/Shaders/HDRPToon.shader
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Expand Up @@ -14,7 +14,7 @@ Shader "HDRP/Toon"
[HideInInspector] [Enum(OFF, 0, ON, 1)] _isUnityToonshader("Material is touched by Unity Toon Shader", Int) = 1
[HideInInspector] _utsVersionX("VersionX", Float) = 0
[HideInInspector] _utsVersionY("VersionY", Float) = 7
[HideInInspector] _utsVersionZ("VersionZ", Float) = 1
[HideInInspector] _utsVersionZ("VersionZ", Float) = 2


// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear
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Expand Up @@ -14,7 +14,7 @@ Shader "HDRP/ToonTessellation"
[HideInInspector] [Enum(OFF, 0, ON, 1)] _isUnityToonshader("Material is touched by Unity Toon Shader", Int) = 1
[HideInInspector] _utsVersionX("VersionX", Float) = 0
[HideInInspector] _utsVersionY("VersionY", Float) = 7
[HideInInspector] _utsVersionZ("VersionZ", Float) = 1
[HideInInspector] _utsVersionZ("VersionZ", Float) = 2


// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear
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Expand Up @@ -8,7 +8,7 @@ Shader "Toon (Built-in)" {
[HideInInspector][Enum(OFF, 0, ON, 1)] _isUnityToonshader("Material is touched by Unity Toon Shader", Int) = 1
[HideInInspector] _utsVersionX("VersionX", Float) = 0
[HideInInspector] _utsVersionY("VersionY", Float) = 7
[HideInInspector] _utsVersionZ("VersionZ", Float) = 1
[HideInInspector] _utsVersionZ("VersionZ", Float) = 2
[HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF
[HideInInspector] _AutoRenderQueue("Automatic Render Queue ", int) = 1

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Expand Up @@ -8,7 +8,7 @@ Shader "ToonTessellation (Built-in)" {
[HideInInspector][Enum(OFF, 0, ON, 1)] _isUnityToonshader("Material is touched by Unity Toon Shader", Int) = 1
[HideInInspector] _utsVersionX("VersionX", Float) = 0
[HideInInspector] _utsVersionY("VersionY", Float) = 7
[HideInInspector] _utsVersionZ("VersionZ", Float) = 1
[HideInInspector] _utsVersionZ("VersionZ", Float) = 2
[HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF
[HideInInspector] _AutoRenderQueue("Automatic Render Queue ", int) = 1

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Expand Up @@ -9,7 +9,7 @@ Shader "Universal Render Pipeline/Toon" {
[HideInInspector] [Enum(OFF, 0, ON, 1)] _isUnityToonshader("Material is touched by Unity Toon Shader", Int) = 1
[HideInInspector] _utsVersionX("VersionX", Float) = 0
[HideInInspector] _utsVersionY("VersionY", Float) = 7
[HideInInspector] _utsVersionZ("VersionZ", Float) = 1
[HideInInspector] _utsVersionZ("VersionZ", Float) = 2

[HideInInspector] _utsTechnique("Technique", int) = 0 //DWF
[HideInInspector] _AutoRenderQueue("Automatic Render Queue ", int) = 1
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2 changes: 1 addition & 1 deletion com.unity.toonshader/package.json
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{
"name": "com.unity.toonshader",
"displayName":"Unity Toon Shader",
"version": "0.7.1-preview",
"version": "0.7.2-preview",
"unity": "2019.4",
"description": "Unity Toon Shader (Unity-Chan Toon Shader 3) is a toon shader for images and video that is designed to meet the needs of creators working on cel-shaded 3DCG animations.\nUnlike other pre-render toon shaders, all features can be adjusted in real time on Unity, which is the greatest feature of UTS.\n\nUTS has great power and makes a wide variety of character designs possible, from cel-shaded to light novel illustration styles.\n\nUTS has the 3 basic layers of Base Color, 1st Shade Color, and 2nd Shade Color, colors and textures can also accept a wide variety of customization options, such as High Color, Rim Light, MatCap (sphere mapping), and Emissive (light emission).The level of gradation (feather) between colors can also be adjusted in Unity in real-time.\n\nMore precisely, View documentation above.",
"dependencies":
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