155 lines
6.7 KiB
Plaintext
155 lines
6.7 KiB
Plaintext
![]() |
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Cheng/dragon"
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{
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Properties
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{
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_Color("Color ", Color) = (0,0,0,0)
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_Texture("Texture", 2D) = "white" {}
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_Float0("边缘强度", Float) = 0
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_Float1("边缘范围", Float) = 0
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_Float2("亮度", Float) = 0
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
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Cull Back
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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CGINCLUDE
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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struct Input
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{
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float2 uv_texcoord;
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float3 worldPos;
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float3 worldNormal;
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};
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uniform sampler2D _Texture;
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uniform float4 _Texture_ST;
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uniform float _Float2;
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uniform float _Float0;
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uniform float _Float1;
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uniform float4 _Color;
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw;
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float3 ase_worldPos = i.worldPos;
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float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
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float3 ase_worldNormal = i.worldNormal;
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float fresnelNdotV1 = dot( ase_worldNormal, ase_worldViewDir );
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float fresnelNode1 = ( _Float2 + _Float0 * pow( 1.0 - fresnelNdotV1, _Float1 ) );
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float4 temp_output_10_0 = ( tex2D( _Texture, uv_Texture ).r * fresnelNode1 * _Color );
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o.Emission = temp_output_10_0.rgb;
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o.Alpha = temp_output_10_0.r;
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf Standard keepalpha fullforwardshadows
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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#define CAN_SKIP_VPOS
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#endif
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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sampler3D _DitherMaskLOD;
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float2 customPack1 : TEXCOORD1;
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float3 worldPos : TEXCOORD2;
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float3 worldNormal : TEXCOORD3;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert( appdata_full v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_INITIALIZE_OUTPUT( v2f, o );
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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Input customInputData;
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float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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o.worldNormal = worldNormal;
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o.customPack1.xy = customInputData.uv_texcoord;
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o.customPack1.xy = v.texcoord;
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o.worldPos = worldPos;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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return o;
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}
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half4 frag( v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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Input surfIN;
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UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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surfIN.uv_texcoord = IN.customPack1.xy;
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float3 worldPos = IN.worldPos;
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surfIN.worldPos = worldPos;
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surfIN.worldNormal = IN.worldNormal;
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SurfaceOutputStandard o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
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surf( surfIN, o );
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#if defined( CAN_SKIP_VPOS )
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float2 vpos = IN.pos;
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#endif
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half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
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clip( alphaRef - 0.01 );
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SHADOW_CASTER_FRAGMENT( IN )
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=18100
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2913;223;1811;1084;969.3618;496.4156;1;True;False
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Node;AmplifyShaderEditor.RangedFloatNode;8;-1031.379,280.9869;Inherit;False;Property;_Float1;边缘范围;4;0;Create;False;0;0;False;0;False;0;8.11;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;2;-1043,189.5001;Inherit;False;Property;_Float0;边缘强度;3;0;Create;False;0;0;False;0;False;0;10;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;16;-1009.17,-36.07026;Inherit;True;Property;_Float2;亮度;5;0;Create;False;0;0;False;0;False;0;2;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;3;-533.9451,-236.0462;Inherit;True;Property;_Texture;Texture;1;0;Create;True;0;0;False;0;False;-1;None;0be68e489bfba2042af6e58c0e8027c2;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ColorNode;6;-361.7997,154.9999;Inherit;False;Property;_Color;Color ;0;0;Create;True;0;0;False;0;False;0,0,0,0;0.1462264,0.386726,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.FresnelNode;1;-730.5001,27.90009;Inherit;True;Standard;WorldNormal;ViewDir;False;False;5;0;FLOAT3;0,0,1;False;4;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;5;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;10;-6.773468,-96.20383;Inherit;True;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;385.0999,-212.8;Float;False;True;-1;2;ASEMaterialInspector;0;0;Standard;Cheng/dragon;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Back;2;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Custom;0.5;True;True;0;True;Transparent;;Transparent;All;14;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;2;5;False;-1;10;False;-1;0;5;False;-1;10;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;2;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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WireConnection;1;1;16;0
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WireConnection;1;2;2;0
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WireConnection;1;3;8;0
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WireConnection;10;0;3;1
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WireConnection;10;1;1;0
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WireConnection;10;2;6;0
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WireConnection;0;2;10;0
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WireConnection;0;9;10;0
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ASEEND*/
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//CHKSM=8ECF107916A413128BCDC6A686E42719BA189600
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