2025-05-18 01:04:31 +08:00

155 lines
6.7 KiB
Plaintext

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Cheng/dragon"
{
Properties
{
_Color("Color ", Color) = (0,0,0,0)
_Texture("Texture", 2D) = "white" {}
_Float0("边缘强度", Float) = 0
_Float1("边缘范围", Float) = 0
_Float2("亮度", Float) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
Cull Back
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
struct Input
{
float2 uv_texcoord;
float3 worldPos;
float3 worldNormal;
};
uniform sampler2D _Texture;
uniform float4 _Texture_ST;
uniform float _Float2;
uniform float _Float0;
uniform float _Float1;
uniform float4 _Color;
void surf( Input i , inout SurfaceOutputStandard o )
{
float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw;
float3 ase_worldPos = i.worldPos;
float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
float3 ase_worldNormal = i.worldNormal;
float fresnelNdotV1 = dot( ase_worldNormal, ase_worldViewDir );
float fresnelNode1 = ( _Float2 + _Float0 * pow( 1.0 - fresnelNdotV1, _Float1 ) );
float4 temp_output_10_0 = ( tex2D( _Texture, uv_Texture ).r * fresnelNode1 * _Color );
o.Emission = temp_output_10_0.rgb;
o.Alpha = temp_output_10_0.r;
}
ENDCG
CGPROGRAM
#pragma surface surf Standard keepalpha fullforwardshadows
ENDCG
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_shadowcaster
#pragma multi_compile UNITY_PASS_SHADOWCASTER
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#include "HLSLSupport.cginc"
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
#define CAN_SKIP_VPOS
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
sampler3D _DitherMaskLOD;
struct v2f
{
V2F_SHADOW_CASTER;
float2 customPack1 : TEXCOORD1;
float3 worldPos : TEXCOORD2;
float3 worldNormal : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, o );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
UNITY_TRANSFER_INSTANCE_ID( v, o );
Input customInputData;
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
o.worldNormal = worldNormal;
o.customPack1.xy = customInputData.uv_texcoord;
o.customPack1.xy = v.texcoord;
o.worldPos = worldPos;
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
return o;
}
half4 frag( v2f IN
#if !defined( CAN_SKIP_VPOS )
, UNITY_VPOS_TYPE vpos : VPOS
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
Input surfIN;
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
surfIN.uv_texcoord = IN.customPack1.xy;
float3 worldPos = IN.worldPos;
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
surfIN.worldPos = worldPos;
surfIN.worldNormal = IN.worldNormal;
SurfaceOutputStandard o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
clip( alphaRef - 0.01 );
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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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
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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WireConnection;1;2;2;0
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//CHKSM=8ECF107916A413128BCDC6A686E42719BA189600