摄像机区域的架构改动
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Assets/_Game/Shaders/BaseASE/.gitkeep
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Assets/_Game/Shaders/BaseASE/.gitkeep
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Assets/_Game/Shaders/BaseASE/Character.meta
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Assets/_Game/Shaders/BaseASE/Character.meta
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Assets/_Game/Shaders/BaseASE/Character/.gitkeep
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Assets/_Game/Shaders/BaseASE/Character/.gitkeep
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Assets/_Game/Shaders/BaseASE/Character/Sprite_Character.shader
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Assets/_Game/Shaders/BaseASE/Character/Sprite_Character.shader
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Assets/_Game/Shaders/BaseASE/Effects.meta
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Assets/_Game/Shaders/BaseASE/Effects.meta
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Assets/_Game/Shaders/BaseASE/Effects/.gitkeep
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Assets/_Game/Shaders/BaseASE/Effects/.gitkeep
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Assets/_Game/Shaders/BaseASE/Environment.meta
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Assets/_Game/Shaders/BaseASE/Environment.meta
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Assets/_Game/Shaders/BaseASE/Environment/.gitkeep
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Assets/_Game/Shaders/BaseASE/Environment/.gitkeep
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1881
Assets/_Game/Shaders/BaseASE/Environment/Sprite_Lit.shader
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Assets/_Game/Shaders/BaseASE/Environment/Sprite_Lit.shader
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fileFormatVersion: 2
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guid: 45eca44e9e53d054a963fa511fe9ca80
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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// Made with Amplify Shader Editor v1.9.2.2
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "BaseASE/Sprite/Lit/AverageBlur"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[HDR]_MainColor("主颜色", Color) = (0,0,0,0)
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_MainTex("主帖图", 2D) = "white" {}
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_BlurRadius("模糊半径", Range( 0 , 10)) = 0
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[HDR]_LerpColor("替换颜色", Color) = (1,1,1,0)
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" "ShaderGraphShader"="true" }
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Cull Off
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HLSLINCLUDE
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#pragma target 2.0
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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ENDHLSL
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Pass
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{
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Name "Sprite Lit"
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Tags { "LightMode"="Universal2D" }
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZTest LEqual
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ZWrite Off
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define ASE_SRP_VERSION 140011
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0
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#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1
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#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2
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#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define SHADERPASS SHADERPASS_SPRITELIT
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#define SHADERPASS_SPRITELIT
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
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#if USE_SHAPE_LIGHT_TYPE_0
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SHAPE_LIGHT(0)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_1
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SHAPE_LIGHT(1)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_2
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SHAPE_LIGHT(2)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_3
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SHAPE_LIGHT(3)
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#endif
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
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sampler2D _MainTex;
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CBUFFER_START( UnityPerMaterial )
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float4 _MainColor;
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float4 _MainTex_ST;
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float4 _MainTex_TexelSize;
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float4 _LerpColor;
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float _BlurRadius;
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CBUFFER_END
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struct VertexInput
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||||
{
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float4 positionOS : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 uv0 : TEXCOORD0;
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float4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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||||
};
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||||
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struct VertexOutput
|
||||
{
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||||
float4 positionCS : SV_POSITION;
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||||
float4 texCoord0 : TEXCOORD0;
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float4 color : TEXCOORD1;
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float4 screenPosition : TEXCOORD2;
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float3 positionWS : 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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||||
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#if ETC1_EXTERNAL_ALPHA
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TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex);
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float _EnableAlphaTexture;
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#endif
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float4 AverageBlur38( sampler2D tex, float2 uv, int radius, float2 texelSize )
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{
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float r = 0;
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float g = 0;
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float b = 0;
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float a = 0;
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float count = radius*2+1;
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count = count*count;
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for(int i = -radius;i<radius+1;i++)
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{
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for(int j = -radius;j<radius+1;j++)
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{
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float2 uvTemp = uv + float2(texelSize.x*i,texelSize.y*j);
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float4 colPixel = tex2D(tex,uvTemp);
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r = r+colPixel.x;
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g = g+colPixel.y;
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b = b+colPixel.z;
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a = a+colPixel.w;
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}
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}
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r = r/count;
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g=g/count;
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b=b/count;
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a=a/count;
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return float4(r,g,b,a);
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}
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VertexOutput vert ( VertexInput v )
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||||
{
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||||
VertexOutput o = (VertexOutput)0;
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||||
UNITY_SETUP_INSTANCE_ID(v);
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||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.positionOS.xyz;
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||||
#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = defaultVertexValue;
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||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.positionOS.xyz = vertexValue;
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#else
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v.positionOS.xyz += vertexValue;
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#endif
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v.normal = v.normal;
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v.tangent.xyz = v.tangent.xyz;
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VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
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||||
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||||
o.texCoord0 = v.uv0;
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||||
o.color = v.color;
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||||
o.positionCS = vertexInput.positionCS;
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o.screenPosition = vertexInput.positionNDC;
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o.positionWS = vertexInput.positionWS;
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return o;
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||||
}
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||||
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||||
half4 frag ( VertexOutput IN ) : SV_Target
|
||||
{
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||||
UNITY_SETUP_INSTANCE_ID( IN );
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||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
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float3 positionWS = IN.positionWS.xyz;
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||||
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||||
sampler2D tex38 = _MainTex;
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||||
float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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float2 uv38 = uv_MainTex;
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int radius38 = (int)_BlurRadius;
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float2 appendResult45 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
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float2 texelSize38 = appendResult45;
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float4 localAverageBlur38 = AverageBlur38( tex38 , uv38 , radius38 , texelSize38 );
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float4 break54 = ( _MainColor * localAverageBlur38 );
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float3 appendResult55 = (float3(break54.r , break54.g , break54.b));
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||||
float3 appendResult56 = (float3(_LerpColor.r , _LerpColor.g , _LerpColor.b));
|
||||
float3 lerpResult51 = lerp( appendResult55 , appendResult56 , _LerpColor.a);
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||||
float4 appendResult57 = (float4(lerpResult51 , break54.a));
|
||||
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float4 Color = appendResult57;
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float4 Mask = float4(1,1,1,1);
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float3 Normal = float3( 0, 0, 1 );
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||||
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#if ETC1_EXTERNAL_ALPHA
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float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy);
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Color.a = lerp ( Color.a, alpha.r, _EnableAlphaTexture);
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#endif
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Color *= IN.color;
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SurfaceData2D surfaceData;
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InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData);
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InputData2D inputData;
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InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData);
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SETUP_DEBUG_DATA_2D(inputData, positionWS);
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return CombinedShapeLightShared(surfaceData, inputData);
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}
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ENDHLSL
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||||
}
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Pass
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||||
{
|
||||
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Name "Sprite Normal"
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Tags { "LightMode"="NormalsRendering" }
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZTest LEqual
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||||
ZWrite Off
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||||
Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define ASE_SRP_VERSION 140011
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#pragma vertex vert
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||||
#pragma fragment frag
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||||
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define SHADERPASS SHADERPASS_SPRITENORMAL
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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sampler2D _MainTex;
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CBUFFER_START( UnityPerMaterial )
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float4 _MainColor;
|
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float4 _MainTex_ST;
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float4 _MainTex_TexelSize;
|
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float4 _LerpColor;
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float _BlurRadius;
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CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 uv0 : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
|
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UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float4 texCoord0 : TEXCOORD0;
|
||||
float4 color : TEXCOORD1;
|
||||
float3 normalWS : TEXCOORD2;
|
||||
float4 tangentWS : TEXCOORD3;
|
||||
float3 bitangentWS : TEXCOORD4;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
float4 AverageBlur38( sampler2D tex, float2 uv, int radius, float2 texelSize )
|
||||
{
|
||||
float r = 0;
|
||||
float g = 0;
|
||||
float b = 0;
|
||||
float a = 0;
|
||||
float count = radius*2+1;
|
||||
count = count*count;
|
||||
for(int i = -radius;i<radius+1;i++)
|
||||
{
|
||||
for(int j = -radius;j<radius+1;j++)
|
||||
{
|
||||
float2 uvTemp = uv + float2(texelSize.x*i,texelSize.y*j);
|
||||
float4 colPixel = tex2D(tex,uvTemp);
|
||||
r = r+colPixel.x;
|
||||
g = g+colPixel.y;
|
||||
b = b+colPixel.z;
|
||||
a = a+colPixel.w;
|
||||
}
|
||||
}
|
||||
r = r/count;
|
||||
g=g/count;
|
||||
b=b/count;
|
||||
a=a/count;
|
||||
return float4(r,g,b,a);
|
||||
}
|
||||
|
||||
|
||||
VertexOutput vert ( VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.positionOS.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.positionOS.xyz = vertexValue;
|
||||
#else
|
||||
v.positionOS.xyz += vertexValue;
|
||||
#endif
|
||||
v.normal = v.normal;
|
||||
v.tangent.xyz = v.tangent.xyz;
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
|
||||
|
||||
o.texCoord0 = v.uv0;
|
||||
o.color = v.color;
|
||||
o.positionCS = vertexInput.positionCS;
|
||||
|
||||
float3 normalWS = TransformObjectToWorldNormal( v.normal );
|
||||
o.normalWS = -GetViewForwardDir();
|
||||
float4 tangentWS = float4( TransformObjectToWorldDir( v.tangent.xyz ), v.tangent.w );
|
||||
o.tangentWS = normalize( tangentWS );
|
||||
half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
|
||||
o.bitangentWS = crossSign * cross( normalWS, tangentWS.xyz ) * tangentWS.w;
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag ( VertexOutput IN ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
|
||||
sampler2D tex38 = _MainTex;
|
||||
float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float2 uv38 = uv_MainTex;
|
||||
int radius38 = (int)_BlurRadius;
|
||||
float2 appendResult45 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
|
||||
float2 texelSize38 = appendResult45;
|
||||
float4 localAverageBlur38 = AverageBlur38( tex38 , uv38 , radius38 , texelSize38 );
|
||||
float4 break54 = ( _MainColor * localAverageBlur38 );
|
||||
float3 appendResult55 = (float3(break54.r , break54.g , break54.b));
|
||||
float3 appendResult56 = (float3(_LerpColor.r , _LerpColor.g , _LerpColor.b));
|
||||
float3 lerpResult51 = lerp( appendResult55 , appendResult56 , _LerpColor.a);
|
||||
float4 appendResult57 = (float4(lerpResult51 , break54.a));
|
||||
|
||||
float4 Color = appendResult57;
|
||||
float3 Normal = float3( 0, 0, 1 );
|
||||
|
||||
Color *= IN.color;
|
||||
|
||||
return NormalsRenderingShared( Color, Normal, IN.tangentWS.xyz, IN.bitangentWS, IN.normalWS);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "Sprite Forward"
|
||||
Tags { "LightMode"="UniversalForward" }
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
||||
ZTest LEqual
|
||||
ZWrite Off
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define SHADERPASS SHADERPASS_SPRITEFORWARD
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
|
||||
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainColor;
|
||||
float4 _MainTex_ST;
|
||||
float4 _MainTex_TexelSize;
|
||||
float4 _LerpColor;
|
||||
float _BlurRadius;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 uv0 : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float4 texCoord0 : TEXCOORD0;
|
||||
float4 color : TEXCOORD1;
|
||||
float3 positionWS : TEXCOORD2;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
#if ETC1_EXTERNAL_ALPHA
|
||||
TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
|
||||
float _EnableAlphaTexture;
|
||||
#endif
|
||||
|
||||
float4 AverageBlur38( sampler2D tex, float2 uv, int radius, float2 texelSize )
|
||||
{
|
||||
float r = 0;
|
||||
float g = 0;
|
||||
float b = 0;
|
||||
float a = 0;
|
||||
float count = radius*2+1;
|
||||
count = count*count;
|
||||
for(int i = -radius;i<radius+1;i++)
|
||||
{
|
||||
for(int j = -radius;j<radius+1;j++)
|
||||
{
|
||||
float2 uvTemp = uv + float2(texelSize.x*i,texelSize.y*j);
|
||||
float4 colPixel = tex2D(tex,uvTemp);
|
||||
r = r+colPixel.x;
|
||||
g = g+colPixel.y;
|
||||
b = b+colPixel.z;
|
||||
a = a+colPixel.w;
|
||||
}
|
||||
}
|
||||
r = r/count;
|
||||
g=g/count;
|
||||
b=b/count;
|
||||
a=a/count;
|
||||
return float4(r,g,b,a);
|
||||
}
|
||||
|
||||
|
||||
VertexOutput vert( VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID( v );
|
||||
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||||
|
||||
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.positionOS.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3( 0, 0, 0 );
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.positionOS.xyz = vertexValue;
|
||||
#else
|
||||
v.positionOS.xyz += vertexValue;
|
||||
#endif
|
||||
v.normal = v.normal;
|
||||
v.tangent.xyz = v.tangent.xyz;
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
|
||||
|
||||
o.texCoord0 = v.uv0;
|
||||
o.color = v.color;
|
||||
o.positionCS = vertexInput.positionCS;
|
||||
o.positionWS = vertexInput.positionWS;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag( VertexOutput IN ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
|
||||
float3 positionWS = IN.positionWS.xyz;
|
||||
|
||||
sampler2D tex38 = _MainTex;
|
||||
float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float2 uv38 = uv_MainTex;
|
||||
int radius38 = (int)_BlurRadius;
|
||||
float2 appendResult45 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
|
||||
float2 texelSize38 = appendResult45;
|
||||
float4 localAverageBlur38 = AverageBlur38( tex38 , uv38 , radius38 , texelSize38 );
|
||||
float4 break54 = ( _MainColor * localAverageBlur38 );
|
||||
float3 appendResult55 = (float3(break54.r , break54.g , break54.b));
|
||||
float3 appendResult56 = (float3(_LerpColor.r , _LerpColor.g , _LerpColor.b));
|
||||
float3 lerpResult51 = lerp( appendResult55 , appendResult56 , _LerpColor.a);
|
||||
float4 appendResult57 = (float4(lerpResult51 , break54.a));
|
||||
|
||||
float4 Color = appendResult57;
|
||||
|
||||
#if defined(DEBUG_DISPLAY)
|
||||
SurfaceData2D surfaceData;
|
||||
InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
|
||||
InputData2D inputData;
|
||||
InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData);
|
||||
half4 debugColor = 0;
|
||||
|
||||
SETUP_DEBUG_DATA_2D(inputData, positionWS);
|
||||
|
||||
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
|
||||
{
|
||||
return debugColor;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if ETC1_EXTERNAL_ALPHA
|
||||
float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
|
||||
Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
|
||||
#endif
|
||||
|
||||
Color *= IN.color;
|
||||
|
||||
return Color;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "SceneSelectionPass"
|
||||
Tags { "LightMode"="SceneSelectionPass" }
|
||||
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ATTRIBUTES_NEED_NORMAL
|
||||
#define ATTRIBUTES_NEED_TANGENT
|
||||
#define FEATURES_GRAPH_VERTEX
|
||||
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||||
#define SCENESELECTIONPASS 1
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainColor;
|
||||
float4 _MainTex_ST;
|
||||
float4 _MainTex_TexelSize;
|
||||
float4 _LerpColor;
|
||||
float _BlurRadius;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float3 positionOS : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
|
||||
int _ObjectId;
|
||||
int _PassValue;
|
||||
|
||||
float4 AverageBlur38( sampler2D tex, float2 uv, int radius, float2 texelSize )
|
||||
{
|
||||
float r = 0;
|
||||
float g = 0;
|
||||
float b = 0;
|
||||
float a = 0;
|
||||
float count = radius*2+1;
|
||||
count = count*count;
|
||||
for(int i = -radius;i<radius+1;i++)
|
||||
{
|
||||
for(int j = -radius;j<radius+1;j++)
|
||||
{
|
||||
float2 uvTemp = uv + float2(texelSize.x*i,texelSize.y*j);
|
||||
float4 colPixel = tex2D(tex,uvTemp);
|
||||
r = r+colPixel.x;
|
||||
g = g+colPixel.y;
|
||||
b = b+colPixel.z;
|
||||
a = a+colPixel.w;
|
||||
}
|
||||
}
|
||||
r = r/count;
|
||||
g=g/count;
|
||||
b=b/count;
|
||||
a=a/count;
|
||||
return float4(r,g,b,a);
|
||||
}
|
||||
|
||||
|
||||
VertexOutput vert(VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||||
|
||||
o.ase_texcoord.xy = v.ase_texcoord.xy;
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord.zw = 0;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.positionOS.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.positionOS.xyz = vertexValue;
|
||||
#else
|
||||
v.positionOS.xyz += vertexValue;
|
||||
#endif
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
|
||||
float3 positionWS = TransformObjectToWorld(v.positionOS);
|
||||
o.positionCS = TransformWorldToHClip(positionWS);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag(VertexOutput IN ) : SV_TARGET
|
||||
{
|
||||
sampler2D tex38 = _MainTex;
|
||||
float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float2 uv38 = uv_MainTex;
|
||||
int radius38 = (int)_BlurRadius;
|
||||
float2 appendResult45 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
|
||||
float2 texelSize38 = appendResult45;
|
||||
float4 localAverageBlur38 = AverageBlur38( tex38 , uv38 , radius38 , texelSize38 );
|
||||
float4 break54 = ( _MainColor * localAverageBlur38 );
|
||||
float3 appendResult55 = (float3(break54.r , break54.g , break54.b));
|
||||
float3 appendResult56 = (float3(_LerpColor.r , _LerpColor.g , _LerpColor.b));
|
||||
float3 lerpResult51 = lerp( appendResult55 , appendResult56 , _LerpColor.a);
|
||||
float4 appendResult57 = (float4(lerpResult51 , break54.a));
|
||||
|
||||
float4 Color = appendResult57;
|
||||
|
||||
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
||||
return outColor;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "ScenePickingPass"
|
||||
Tags { "LightMode"="Picking" }
|
||||
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ATTRIBUTES_NEED_NORMAL
|
||||
#define ATTRIBUTES_NEED_TANGENT
|
||||
#define FEATURES_GRAPH_VERTEX
|
||||
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||||
#define SCENEPICKINGPASS 1
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainColor;
|
||||
float4 _MainTex_ST;
|
||||
float4 _MainTex_TexelSize;
|
||||
float4 _LerpColor;
|
||||
float _BlurRadius;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float3 positionOS : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
float4 _SelectionID;
|
||||
|
||||
float4 AverageBlur38( sampler2D tex, float2 uv, int radius, float2 texelSize )
|
||||
{
|
||||
float r = 0;
|
||||
float g = 0;
|
||||
float b = 0;
|
||||
float a = 0;
|
||||
float count = radius*2+1;
|
||||
count = count*count;
|
||||
for(int i = -radius;i<radius+1;i++)
|
||||
{
|
||||
for(int j = -radius;j<radius+1;j++)
|
||||
{
|
||||
float2 uvTemp = uv + float2(texelSize.x*i,texelSize.y*j);
|
||||
float4 colPixel = tex2D(tex,uvTemp);
|
||||
r = r+colPixel.x;
|
||||
g = g+colPixel.y;
|
||||
b = b+colPixel.z;
|
||||
a = a+colPixel.w;
|
||||
}
|
||||
}
|
||||
r = r/count;
|
||||
g=g/count;
|
||||
b=b/count;
|
||||
a=a/count;
|
||||
return float4(r,g,b,a);
|
||||
}
|
||||
|
||||
|
||||
VertexOutput vert(VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||||
|
||||
o.ase_texcoord.xy = v.ase_texcoord.xy;
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord.zw = 0;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.positionOS.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.positionOS.xyz = vertexValue;
|
||||
#else
|
||||
v.positionOS.xyz += vertexValue;
|
||||
#endif
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
|
||||
float3 positionWS = TransformObjectToWorld(v.positionOS);
|
||||
o.positionCS = TransformWorldToHClip(positionWS);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag(VertexOutput IN ) : SV_TARGET
|
||||
{
|
||||
sampler2D tex38 = _MainTex;
|
||||
float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float2 uv38 = uv_MainTex;
|
||||
int radius38 = (int)_BlurRadius;
|
||||
float2 appendResult45 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
|
||||
float2 texelSize38 = appendResult45;
|
||||
float4 localAverageBlur38 = AverageBlur38( tex38 , uv38 , radius38 , texelSize38 );
|
||||
float4 break54 = ( _MainColor * localAverageBlur38 );
|
||||
float3 appendResult55 = (float3(break54.r , break54.g , break54.b));
|
||||
float3 appendResult56 = (float3(_LerpColor.r , _LerpColor.g , _LerpColor.b));
|
||||
float3 lerpResult51 = lerp( appendResult55 , appendResult56 , _LerpColor.a);
|
||||
float4 appendResult57 = (float4(lerpResult51 , break54.a));
|
||||
|
||||
float4 Color = appendResult57;
|
||||
half4 outColor = _SelectionID;
|
||||
return outColor;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
}
|
||||
CustomEditor "ASEMaterialInspector"
|
||||
Fallback "Hidden/InternalErrorShader"
|
||||
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=19202
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;34;819,-71;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;Sprite Normal;0;1;Sprite Normal;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;True;2;5;False;;10;False;;3;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=NormalsRendering;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;35;819,-71;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;Sprite Forward;0;2;Sprite Forward;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;True;2;5;False;;10;False;;3;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;36;819,-71;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;SceneSelectionPass;0;3;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;37;819,-71;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;ScenePickingPass;0;4;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.DynamicAppendNode;45;-1536,-896;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
|
||||
Node;AmplifyShaderEditor.TexelSizeNode;42;-1728,-896;Inherit;False;-1;1;0;SAMPLER2D;;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.TextureCoordinatesNode;46;-1728,-1120;Inherit;False;0;44;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.TexturePropertyNode;44;-1968,-1023;Inherit;True;Property;_MainTex;主帖图;1;0;Create;False;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;47;-1728,-992;Inherit;False;Property;_BlurRadius;模糊半径;2;0;Create;False;0;0;0;False;0;False;0;2;0;10;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;49;-1152,-1152;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.CustomExpressionNode;38;-1408,-1024;Inherit;False;float r = 0@$float g = 0@$float b = 0@$float a = 0@$float count = radius*2+1@$count = count*count@$for(int i = -radius@i<radius+1@i++)${$ for(int j = -radius@j<radius+1@j++)$ {$ float2 uvTemp = uv + float2(texelSize.x*i,texelSize.y*j)@$ float4 colPixel = tex2D(tex,uvTemp)@$ r = r+colPixel.x@$ g = g+colPixel.y@$ b = b+colPixel.z@$ a = a+colPixel.w@ $ }$}$r = r/count@$g=g/count@$b=b/count@$a=a/count@$return float4(r,g,b,a)@$;4;Create;4;True;tex;SAMPLER2D;0;In;;Inherit;False;True;uv;FLOAT2;0,0;In;;Inherit;False;True;radius;INT;0;In;;Inherit;False;True;texelSize;FLOAT2;0,0;In;;Inherit;False;AverageBlur;True;False;0;33397e96d5047fc43a9fbba09f992c70;False;4;0;SAMPLER2D;0;False;1;FLOAT2;0,0;False;2;INT;0;False;3;FLOAT2;0,0;False;1;FLOAT4;0
|
||||
Node;AmplifyShaderEditor.ColorNode;48;-1408,-1216;Inherit;False;Property;_MainColor;主颜色;0;1;[HDR];Create;False;0;0;0;False;0;False;0,0,0,0;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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||||
Node;AmplifyShaderEditor.BreakToComponentsNode;54;-1008,-1344;Inherit;False;COLOR;1;0;COLOR;0,0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
|
||||
Node;AmplifyShaderEditor.DynamicAppendNode;55;-896,-1344;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
|
||||
Node;AmplifyShaderEditor.LerpOp;51;-736,-1200;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
|
||||
Node;AmplifyShaderEditor.DynamicAppendNode;57;-576,-1200;Inherit;False;FLOAT4;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
|
||||
Node;AmplifyShaderEditor.DynamicAppendNode;56;-896,-1120;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
|
||||
Node;AmplifyShaderEditor.ColorNode;50;-1152,-1024;Inherit;False;Property;_LerpColor;替换颜色;3;1;[HDR];Create;False;0;0;0;False;0;False;1,1,1,0;0.4127358,0.5,0.4389151,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;33;-416,-1200;Float;False;True;-1;2;ASEMaterialInspector;0;16;BaseASE/Sprite/Lit/AverageBlur;199187dac283dbe4a8cb1ea611d70c58;True;Sprite Lit;0;0;Sprite Lit;6;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;True;2;5;False;;10;False;;3;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;Hidden/InternalErrorShader;0;0;Standard;3;Vertex Position;1;0;Debug Display;0;0;External Alpha;0;0;0;5;True;True;True;True;True;False;;False;0
|
||||
WireConnection;45;0;42;1
|
||||
WireConnection;45;1;42;2
|
||||
WireConnection;42;0;44;0
|
||||
WireConnection;49;0;48;0
|
||||
WireConnection;49;1;38;0
|
||||
WireConnection;38;0;44;0
|
||||
WireConnection;38;1;46;0
|
||||
WireConnection;38;2;47;0
|
||||
WireConnection;38;3;45;0
|
||||
WireConnection;54;0;49;0
|
||||
WireConnection;55;0;54;0
|
||||
WireConnection;55;1;54;1
|
||||
WireConnection;55;2;54;2
|
||||
WireConnection;51;0;55;0
|
||||
WireConnection;51;1;56;0
|
||||
WireConnection;51;2;50;4
|
||||
WireConnection;57;0;51;0
|
||||
WireConnection;57;3;54;3
|
||||
WireConnection;56;0;50;1
|
||||
WireConnection;56;1;50;2
|
||||
WireConnection;56;2;50;3
|
||||
WireConnection;33;1;57;0
|
||||
ASEEND*/
|
||||
//CHKSM=D4664DACC27583F8FBF6211420BB1B74486B19AF
|
||||
@@ -0,0 +1,9 @@
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||||
fileFormatVersion: 2
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||||
guid: ceaca947e9a953d4c84ab2a9cc41e881
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,815 @@
|
||||
// Made with Amplify Shader Editor v1.9.2.2
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "BaseASE/Sprite/Lit/GaussianBlur"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
|
||||
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
|
||||
_MainTex("主帖图", 2D) = "white" {}
|
||||
_BlurRadius("模糊半径", Range( 0 , 10)) = 0
|
||||
[KeywordEnum(_3x3,_5x5)] _BlurCount("模糊次数", Float) = 0
|
||||
|
||||
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
|
||||
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
|
||||
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
LOD 0
|
||||
|
||||
|
||||
|
||||
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" }
|
||||
|
||||
Cull Off
|
||||
HLSLINCLUDE
|
||||
#pragma target 2.0
|
||||
#pragma prefer_hlslcc gles
|
||||
// ensure rendering platforms toggle list is visible
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
|
||||
ENDHLSL
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Sprite Lit"
|
||||
Tags { "LightMode"="Universal2D" }
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
||||
ZTest LEqual
|
||||
ZWrite Off
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0
|
||||
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1
|
||||
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2
|
||||
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
|
||||
#define SHADERPASS SHADERPASS_SPRITELIT
|
||||
#define SHADERPASS_SPRITELIT
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
|
||||
|
||||
#if USE_SHAPE_LIGHT_TYPE_0
|
||||
SHAPE_LIGHT(0)
|
||||
#endif
|
||||
|
||||
#if USE_SHAPE_LIGHT_TYPE_1
|
||||
SHAPE_LIGHT(1)
|
||||
#endif
|
||||
|
||||
#if USE_SHAPE_LIGHT_TYPE_2
|
||||
SHAPE_LIGHT(2)
|
||||
#endif
|
||||
|
||||
#if USE_SHAPE_LIGHT_TYPE_3
|
||||
SHAPE_LIGHT(3)
|
||||
#endif
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
|
||||
|
||||
#include "../GaussianBlur.hlsl"
|
||||
#pragma shader_feature_local _BLURCOUNT__3X3 _BLURCOUNT__5X5
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_TexelSize;
|
||||
float _BlurRadius;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 uv0 : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float4 texCoord0 : TEXCOORD0;
|
||||
float4 color : TEXCOORD1;
|
||||
float4 screenPosition : TEXCOORD2;
|
||||
float3 positionWS : TEXCOORD3;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
#if ETC1_EXTERNAL_ALPHA
|
||||
TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex);
|
||||
float _EnableAlphaTexture;
|
||||
#endif
|
||||
|
||||
|
||||
VertexOutput vert ( VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.positionOS.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.positionOS.xyz = vertexValue;
|
||||
#else
|
||||
v.positionOS.xyz += vertexValue;
|
||||
#endif
|
||||
v.normal = v.normal;
|
||||
v.tangent.xyz = v.tangent.xyz;
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
|
||||
|
||||
o.texCoord0 = v.uv0;
|
||||
o.color = v.color;
|
||||
o.positionCS = vertexInput.positionCS;
|
||||
o.screenPosition = vertexInput.positionNDC;
|
||||
o.positionWS = vertexInput.positionWS;
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag ( VertexOutput IN ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
float3 positionWS = IN.positionWS.xyz;
|
||||
|
||||
sampler2D tex59 = _MainTex;
|
||||
float2 texCoord51 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
|
||||
float2 uv52 = texCoord51;
|
||||
float2 uv59 = uv52;
|
||||
float2 appendResult56 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
|
||||
float2 uv_delat58 = ( appendResult56 * _BlurRadius );
|
||||
float2 uv_delta59 = uv_delat58;
|
||||
float4 localGaussianBlur_3x359 = GaussianBlur_3x3( tex59 , uv59 , uv_delta59 );
|
||||
sampler2D tex48 = _MainTex;
|
||||
float2 uv48 = uv52;
|
||||
float2 uv_delta48 = uv_delat58;
|
||||
float4 localGaussianBlur_5x548 = GaussianBlur_5x5( tex48 , uv48 , uv_delta48 );
|
||||
#if defined(_BLURCOUNT__3X3)
|
||||
float4 staticSwitch73 = localGaussianBlur_3x359;
|
||||
#elif defined(_BLURCOUNT__5X5)
|
||||
float4 staticSwitch73 = localGaussianBlur_5x548;
|
||||
#else
|
||||
float4 staticSwitch73 = localGaussianBlur_3x359;
|
||||
#endif
|
||||
|
||||
float4 Color = staticSwitch73;
|
||||
float4 Mask = float4(1,1,1,1);
|
||||
float3 Normal = float3( 0, 0, 1 );
|
||||
|
||||
#if ETC1_EXTERNAL_ALPHA
|
||||
float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy);
|
||||
Color.a = lerp ( Color.a, alpha.r, _EnableAlphaTexture);
|
||||
#endif
|
||||
|
||||
Color *= IN.color;
|
||||
|
||||
SurfaceData2D surfaceData;
|
||||
InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData);
|
||||
InputData2D inputData;
|
||||
InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData);
|
||||
SETUP_DEBUG_DATA_2D(inputData, positionWS);
|
||||
return CombinedShapeLightShared(surfaceData, inputData);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "Sprite Normal"
|
||||
Tags { "LightMode"="NormalsRendering" }
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
||||
ZTest LEqual
|
||||
ZWrite Off
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define SHADERPASS SHADERPASS_SPRITENORMAL
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
#include "../GaussianBlur.hlsl"
|
||||
#pragma shader_feature_local _BLURCOUNT__3X3 _BLURCOUNT__5X5
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_TexelSize;
|
||||
float _BlurRadius;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 uv0 : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float4 texCoord0 : TEXCOORD0;
|
||||
float4 color : TEXCOORD1;
|
||||
float3 normalWS : TEXCOORD2;
|
||||
float4 tangentWS : TEXCOORD3;
|
||||
float3 bitangentWS : TEXCOORD4;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
VertexOutput vert ( VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.positionOS.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.positionOS.xyz = vertexValue;
|
||||
#else
|
||||
v.positionOS.xyz += vertexValue;
|
||||
#endif
|
||||
v.normal = v.normal;
|
||||
v.tangent.xyz = v.tangent.xyz;
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
|
||||
|
||||
o.texCoord0 = v.uv0;
|
||||
o.color = v.color;
|
||||
o.positionCS = vertexInput.positionCS;
|
||||
|
||||
float3 normalWS = TransformObjectToWorldNormal( v.normal );
|
||||
o.normalWS = -GetViewForwardDir();
|
||||
float4 tangentWS = float4( TransformObjectToWorldDir( v.tangent.xyz ), v.tangent.w );
|
||||
o.tangentWS = normalize( tangentWS );
|
||||
half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
|
||||
o.bitangentWS = crossSign * cross( normalWS, tangentWS.xyz ) * tangentWS.w;
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag ( VertexOutput IN ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
|
||||
sampler2D tex59 = _MainTex;
|
||||
float2 texCoord51 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
|
||||
float2 uv52 = texCoord51;
|
||||
float2 uv59 = uv52;
|
||||
float2 appendResult56 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
|
||||
float2 uv_delat58 = ( appendResult56 * _BlurRadius );
|
||||
float2 uv_delta59 = uv_delat58;
|
||||
float4 localGaussianBlur_3x359 = GaussianBlur_3x3( tex59 , uv59 , uv_delta59 );
|
||||
sampler2D tex48 = _MainTex;
|
||||
float2 uv48 = uv52;
|
||||
float2 uv_delta48 = uv_delat58;
|
||||
float4 localGaussianBlur_5x548 = GaussianBlur_5x5( tex48 , uv48 , uv_delta48 );
|
||||
#if defined(_BLURCOUNT__3X3)
|
||||
float4 staticSwitch73 = localGaussianBlur_3x359;
|
||||
#elif defined(_BLURCOUNT__5X5)
|
||||
float4 staticSwitch73 = localGaussianBlur_5x548;
|
||||
#else
|
||||
float4 staticSwitch73 = localGaussianBlur_3x359;
|
||||
#endif
|
||||
|
||||
float4 Color = staticSwitch73;
|
||||
float3 Normal = float3( 0, 0, 1 );
|
||||
|
||||
Color *= IN.color;
|
||||
|
||||
return NormalsRenderingShared( Color, Normal, IN.tangentWS.xyz, IN.bitangentWS, IN.normalWS);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "Sprite Forward"
|
||||
Tags { "LightMode"="UniversalForward" }
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
||||
ZTest LEqual
|
||||
ZWrite Off
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define SHADERPASS SHADERPASS_SPRITEFORWARD
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
|
||||
|
||||
#include "../GaussianBlur.hlsl"
|
||||
#pragma shader_feature_local _BLURCOUNT__3X3 _BLURCOUNT__5X5
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_TexelSize;
|
||||
float _BlurRadius;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 uv0 : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float4 texCoord0 : TEXCOORD0;
|
||||
float4 color : TEXCOORD1;
|
||||
float3 positionWS : TEXCOORD2;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
#if ETC1_EXTERNAL_ALPHA
|
||||
TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
|
||||
float _EnableAlphaTexture;
|
||||
#endif
|
||||
|
||||
|
||||
VertexOutput vert( VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID( v );
|
||||
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||||
|
||||
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.positionOS.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3( 0, 0, 0 );
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.positionOS.xyz = vertexValue;
|
||||
#else
|
||||
v.positionOS.xyz += vertexValue;
|
||||
#endif
|
||||
v.normal = v.normal;
|
||||
v.tangent.xyz = v.tangent.xyz;
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
|
||||
|
||||
o.texCoord0 = v.uv0;
|
||||
o.color = v.color;
|
||||
o.positionCS = vertexInput.positionCS;
|
||||
o.positionWS = vertexInput.positionWS;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag( VertexOutput IN ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
|
||||
float3 positionWS = IN.positionWS.xyz;
|
||||
|
||||
sampler2D tex59 = _MainTex;
|
||||
float2 texCoord51 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
|
||||
float2 uv52 = texCoord51;
|
||||
float2 uv59 = uv52;
|
||||
float2 appendResult56 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
|
||||
float2 uv_delat58 = ( appendResult56 * _BlurRadius );
|
||||
float2 uv_delta59 = uv_delat58;
|
||||
float4 localGaussianBlur_3x359 = GaussianBlur_3x3( tex59 , uv59 , uv_delta59 );
|
||||
sampler2D tex48 = _MainTex;
|
||||
float2 uv48 = uv52;
|
||||
float2 uv_delta48 = uv_delat58;
|
||||
float4 localGaussianBlur_5x548 = GaussianBlur_5x5( tex48 , uv48 , uv_delta48 );
|
||||
#if defined(_BLURCOUNT__3X3)
|
||||
float4 staticSwitch73 = localGaussianBlur_3x359;
|
||||
#elif defined(_BLURCOUNT__5X5)
|
||||
float4 staticSwitch73 = localGaussianBlur_5x548;
|
||||
#else
|
||||
float4 staticSwitch73 = localGaussianBlur_3x359;
|
||||
#endif
|
||||
|
||||
float4 Color = staticSwitch73;
|
||||
|
||||
#if defined(DEBUG_DISPLAY)
|
||||
SurfaceData2D surfaceData;
|
||||
InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
|
||||
InputData2D inputData;
|
||||
InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData);
|
||||
half4 debugColor = 0;
|
||||
|
||||
SETUP_DEBUG_DATA_2D(inputData, positionWS);
|
||||
|
||||
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
|
||||
{
|
||||
return debugColor;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if ETC1_EXTERNAL_ALPHA
|
||||
float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
|
||||
Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
|
||||
#endif
|
||||
|
||||
Color *= IN.color;
|
||||
|
||||
return Color;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "SceneSelectionPass"
|
||||
Tags { "LightMode"="SceneSelectionPass" }
|
||||
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ATTRIBUTES_NEED_NORMAL
|
||||
#define ATTRIBUTES_NEED_TANGENT
|
||||
#define FEATURES_GRAPH_VERTEX
|
||||
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||||
#define SCENESELECTIONPASS 1
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
#include "../GaussianBlur.hlsl"
|
||||
#pragma shader_feature_local _BLURCOUNT__3X3 _BLURCOUNT__5X5
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_TexelSize;
|
||||
float _BlurRadius;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float3 positionOS : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
|
||||
int _ObjectId;
|
||||
int _PassValue;
|
||||
|
||||
|
||||
VertexOutput vert(VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||||
|
||||
o.ase_texcoord.xy = v.ase_texcoord.xy;
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord.zw = 0;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.positionOS.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.positionOS.xyz = vertexValue;
|
||||
#else
|
||||
v.positionOS.xyz += vertexValue;
|
||||
#endif
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
|
||||
float3 positionWS = TransformObjectToWorld(v.positionOS);
|
||||
o.positionCS = TransformWorldToHClip(positionWS);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag(VertexOutput IN ) : SV_TARGET
|
||||
{
|
||||
sampler2D tex59 = _MainTex;
|
||||
float2 texCoord51 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
||||
float2 uv52 = texCoord51;
|
||||
float2 uv59 = uv52;
|
||||
float2 appendResult56 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
|
||||
float2 uv_delat58 = ( appendResult56 * _BlurRadius );
|
||||
float2 uv_delta59 = uv_delat58;
|
||||
float4 localGaussianBlur_3x359 = GaussianBlur_3x3( tex59 , uv59 , uv_delta59 );
|
||||
sampler2D tex48 = _MainTex;
|
||||
float2 uv48 = uv52;
|
||||
float2 uv_delta48 = uv_delat58;
|
||||
float4 localGaussianBlur_5x548 = GaussianBlur_5x5( tex48 , uv48 , uv_delta48 );
|
||||
#if defined(_BLURCOUNT__3X3)
|
||||
float4 staticSwitch73 = localGaussianBlur_3x359;
|
||||
#elif defined(_BLURCOUNT__5X5)
|
||||
float4 staticSwitch73 = localGaussianBlur_5x548;
|
||||
#else
|
||||
float4 staticSwitch73 = localGaussianBlur_3x359;
|
||||
#endif
|
||||
|
||||
float4 Color = staticSwitch73;
|
||||
|
||||
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
||||
return outColor;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "ScenePickingPass"
|
||||
Tags { "LightMode"="Picking" }
|
||||
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ATTRIBUTES_NEED_NORMAL
|
||||
#define ATTRIBUTES_NEED_TANGENT
|
||||
#define FEATURES_GRAPH_VERTEX
|
||||
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||||
#define SCENEPICKINGPASS 1
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
#include "../GaussianBlur.hlsl"
|
||||
#pragma shader_feature_local _BLURCOUNT__3X3 _BLURCOUNT__5X5
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_TexelSize;
|
||||
float _BlurRadius;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float3 positionOS : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
float4 _SelectionID;
|
||||
|
||||
|
||||
VertexOutput vert(VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||||
|
||||
o.ase_texcoord.xy = v.ase_texcoord.xy;
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord.zw = 0;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.positionOS.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.positionOS.xyz = vertexValue;
|
||||
#else
|
||||
v.positionOS.xyz += vertexValue;
|
||||
#endif
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
|
||||
float3 positionWS = TransformObjectToWorld(v.positionOS);
|
||||
o.positionCS = TransformWorldToHClip(positionWS);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag(VertexOutput IN ) : SV_TARGET
|
||||
{
|
||||
sampler2D tex59 = _MainTex;
|
||||
float2 texCoord51 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
||||
float2 uv52 = texCoord51;
|
||||
float2 uv59 = uv52;
|
||||
float2 appendResult56 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
|
||||
float2 uv_delat58 = ( appendResult56 * _BlurRadius );
|
||||
float2 uv_delta59 = uv_delat58;
|
||||
float4 localGaussianBlur_3x359 = GaussianBlur_3x3( tex59 , uv59 , uv_delta59 );
|
||||
sampler2D tex48 = _MainTex;
|
||||
float2 uv48 = uv52;
|
||||
float2 uv_delta48 = uv_delat58;
|
||||
float4 localGaussianBlur_5x548 = GaussianBlur_5x5( tex48 , uv48 , uv_delta48 );
|
||||
#if defined(_BLURCOUNT__3X3)
|
||||
float4 staticSwitch73 = localGaussianBlur_3x359;
|
||||
#elif defined(_BLURCOUNT__5X5)
|
||||
float4 staticSwitch73 = localGaussianBlur_5x548;
|
||||
#else
|
||||
float4 staticSwitch73 = localGaussianBlur_3x359;
|
||||
#endif
|
||||
|
||||
float4 Color = staticSwitch73;
|
||||
half4 outColor = _SelectionID;
|
||||
return outColor;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
}
|
||||
CustomEditor "ASEMaterialInspector"
|
||||
Fallback "Hidden/InternalErrorShader"
|
||||
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=19202
|
||||
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|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;35;819,-71;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;Sprite Forward;0;2;Sprite Forward;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;True;2;5;False;;10;False;;3;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;36;819,-71;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;SceneSelectionPass;0;3;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;37;819,-71;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;ScenePickingPass;0;4;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TexturePropertyNode;49;-1024,-896;Inherit;True;Property;_MainTex;主帖图;0;0;Create;False;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;50;-768,-896;Inherit;False;tex;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;52;-768,-672;Inherit;False;uv;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
|
||||
Node;AmplifyShaderEditor.TextureCoordinatesNode;51;-1024,-672;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;53;-1472,-512;Inherit;False;50;tex;1;0;OBJECT;;False;1;SAMPLER2D;0
|
||||
Node;AmplifyShaderEditor.TexelSizeNode;54;-1280,-512;Inherit;False;-1;1;0;SAMPLER2D;;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.DynamicAppendNode;56;-1088,-512;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;55;-1344,-336;Inherit;False;Property;_BlurRadius;模糊半径;1;0;Create;False;0;0;0;False;0;False;0;0;0;10;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;57;-928,-512;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;58;-768,-512;Inherit;False;uv_delat;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;61;-384,-896;Inherit;False;50;tex;1;0;OBJECT;;False;1;SAMPLER2D;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;63;-384,-800;Inherit;False;52;uv;1;0;OBJECT;;False;1;FLOAT2;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;64;-384,-704;Inherit;False;58;uv_delat;1;0;OBJECT;;False;1;FLOAT2;0
|
||||
Node;AmplifyShaderEditor.CustomExpressionNode;48;-192,-576;Inherit;False; ;4;File;3;True;tex;SAMPLER2D;;In;;Inherit;False;True;uv;FLOAT2;0,0;In;;Inherit;False;True;uv_delta;FLOAT2;0,0;In;;Inherit;False;GaussianBlur_5x5;False;False;0;33397e96d5047fc43a9fbba09f992c70;False;3;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT4;0
|
||||
Node;AmplifyShaderEditor.CustomExpressionNode;59;-192,-896;Inherit;False; ;4;File;3;True;tex;SAMPLER2D;;In;;Inherit;False;True;uv;FLOAT2;0,0;In;;Inherit;False;True;uv_delta;FLOAT2;0,0;In;;Inherit;False;GaussianBlur_3x3;False;False;0;33397e96d5047fc43a9fbba09f992c70;False;3;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT4;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;65;-384,-576;Inherit;False;50;tex;1;0;OBJECT;;False;1;SAMPLER2D;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;66;-384,-480;Inherit;False;52;uv;1;0;OBJECT;;False;1;FLOAT2;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;67;-384,-384;Inherit;False;58;uv_delat;1;0;OBJECT;;False;1;FLOAT2;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;33;512,-896;Float;False;True;-1;2;ASEMaterialInspector;0;16;BaseASE/Sprite/Lit/GaussianBlur;199187dac283dbe4a8cb1ea611d70c58;True;Sprite Lit;0;0;Sprite Lit;6;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;True;2;5;False;;10;False;;3;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;Hidden/InternalErrorShader;0;0;Standard;3;Vertex Position;1;0;Debug Display;0;0;External Alpha;0;0;0;5;True;True;True;True;True;False;;False;0
|
||||
Node;AmplifyShaderEditor.StaticSwitch;73;192,-896;Inherit;False;Property;_BlurCount;模糊次数;2;0;Create;False;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;2;_3x3;_5x5;Create;True;True;All;9;1;FLOAT4;0,0,0,0;False;0;FLOAT4;0,0,0,0;False;2;FLOAT4;0,0,0,0;False;3;FLOAT4;0,0,0,0;False;4;FLOAT4;0,0,0,0;False;5;FLOAT4;0,0,0,0;False;6;FLOAT4;0,0,0,0;False;7;FLOAT4;0,0,0,0;False;8;FLOAT4;0,0,0,0;False;1;FLOAT4;0
|
||||
WireConnection;50;0;49;0
|
||||
WireConnection;52;0;51;0
|
||||
WireConnection;54;0;53;0
|
||||
WireConnection;56;0;54;1
|
||||
WireConnection;56;1;54;2
|
||||
WireConnection;57;0;56;0
|
||||
WireConnection;57;1;55;0
|
||||
WireConnection;58;0;57;0
|
||||
WireConnection;48;0;65;0
|
||||
WireConnection;48;1;66;0
|
||||
WireConnection;48;2;67;0
|
||||
WireConnection;59;0;61;0
|
||||
WireConnection;59;1;63;0
|
||||
WireConnection;59;2;64;0
|
||||
WireConnection;33;1;73;0
|
||||
WireConnection;73;1;59;0
|
||||
WireConnection;73;0;48;0
|
||||
ASEEND*/
|
||||
//CHKSM=70745C5715F07EEA24371977B7265E6B17286A64
|
||||
@@ -0,0 +1,9 @@
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||||
fileFormatVersion: 2
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||||
guid: bae84a31ad580224eaf2d0b1e545e8e3
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
1620
Assets/_Game/Shaders/BaseASE/Environment/Sprite_Unlit.shader
Normal file
1620
Assets/_Game/Shaders/BaseASE/Environment/Sprite_Unlit.shader
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1b49544d9e2605a4c9e8352f77ef8ebe
|
||||
ShaderImporter:
|
||||
externalObjects: {}
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||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
1743
Assets/_Game/Shaders/BaseASE/Environment/URP_Particle_Blur.shader
Normal file
1743
Assets/_Game/Shaders/BaseASE/Environment/URP_Particle_Blur.shader
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1469c818aa6564a4fbc960a386b4cfb3
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
2844
Assets/_Game/Shaders/BaseASE/Environment/URP_Particle_Current.shader
Normal file
2844
Assets/_Game/Shaders/BaseASE/Environment/URP_Particle_Current.shader
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: be9204b2fe6880e49851f88f9f24778d
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures:
|
||||
- SimpleNoise1: {fileID: 2800000, guid: 72c91df59ee8e464baef98c294cc648c, type: 3}
|
||||
- _RimTex: {fileID: 2800000, guid: 72c91df59ee8e464baef98c294cc648c, type: 3}
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
1710
Assets/_Game/Shaders/BaseASE/Environment/URP_Particle_Distort.shader
Normal file
1710
Assets/_Game/Shaders/BaseASE/Environment/URP_Particle_Distort.shader
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1b0d9994ae660c3408bca4e1d8de9e2f
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 161a95ff982864a4c9118127877dbf67
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/_Game/Shaders/BaseASE/UI.meta
Normal file
8
Assets/_Game/Shaders/BaseASE/UI.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0d0c2bb1c57d40e4fac13521124ea6e0
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
0
Assets/_Game/Shaders/BaseASE/UI/.gitkeep
Normal file
0
Assets/_Game/Shaders/BaseASE/UI/.gitkeep
Normal file
671
Assets/_Game/Shaders/BaseASE/UI/UI_HealthBar.shader
Normal file
671
Assets/_Game/Shaders/BaseASE/UI/UI_HealthBar.shader
Normal file
@@ -0,0 +1,671 @@
|
||||
// Made with Amplify Shader Editor v1.9.2.2
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "BaseASE/UI/HealthBar"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
[HDR]_Color("主颜色", Color) = (0,0,0,1)
|
||||
_ColorPower("亮度", Range( 0 , 5)) = 1
|
||||
_MainTex("主贴图", 2D) = "white" {}
|
||||
_H("主贴图色相", Range( -1 , 1)) = 0
|
||||
_S("主贴图饱和度", Range( -1 , 1)) = 0
|
||||
_V("主贴图明度", Range( -1 , 1)) = 0
|
||||
_OffsetSpeed("偏移速度", Vector) = (0,0,0,0)
|
||||
_RotateCenter("旋转中心", Vector) = (0.5,0.5,0,0)
|
||||
_RotateAngle("旋转角度", Range( 0 , 360)) = 0
|
||||
[Toggle]_RotateAnim("持续旋转", Float) = 0
|
||||
_RotateSpeed("旋转速度", Float) = 1
|
||||
[Toggle(_HORIZONTALFLIP_ON)] _HorizontalFlip("水平翻转", Float) = 0
|
||||
[Toggle(_VERTICALFLIP_ON)] _VerticalFlip("垂直翻转", Float) = 0
|
||||
_FlowTex("扰动贴图", 2D) = "white" {}
|
||||
_FlowStrength("扰动强度", Float) = 0
|
||||
_X_Speed("X_扰动速度", Float) = 0
|
||||
_Y_Speed("Y_扰动速度", Float) = 0
|
||||
[Toggle(_POLAR_ON)] _Polar("极坐标", Float) = 0
|
||||
_PolarUV("极坐标UV", Vector) = (1,1,0,0)
|
||||
_PolarCenter("极坐标中心", Vector) = (0.5,0.5,0,0)
|
||||
_MaskTex("遮罩贴图", 2D) = "white" {}
|
||||
_MaskOffsetX("遮罩偏移X", Range( 0 , 1)) = 0
|
||||
_MaskOffsetY("遮罩偏移Y", Float) = 0
|
||||
_MaskRemap("遮罩偏移X_remap", Vector) = (0,1,0,0)
|
||||
[NoScaleOffset]_DissolveTex("溶解贴图", 2D) = "white" {}
|
||||
_ScaleOffset("溶解UV尺寸&偏移", Vector) = (1,1,0,0)
|
||||
_DissolveTexPower("溶解贴图强度", Float) = 1
|
||||
_DissolveIntensity("溶解程度", Range( 0 , 1)) = 0
|
||||
[Toggle(_SOFTDISSOLVE_ON)] _SoftDissolve("软溶解", Float) = 0
|
||||
[KeywordEnum(Off,LeftToRight,RightToLeft)] _xDissolveMid("水平方向溶解", Float) = 2
|
||||
[KeywordEnum(Off,LeftToRight,RightToLeft)] _yDissolveMid("垂直方向溶解", Float) = 0
|
||||
_DissolveRemap("溶解Remap", Vector) = (-0.2,2.3,0,0)
|
||||
[HDR]_GlowColor("GlowColor", Color) = (2,1.411765,0,1)
|
||||
_GlowTex("GlowTex", 2D) = "white" {}
|
||||
_GlowOffsetSpeed("GlowOffsetSpeed", Vector) = (0,0,0,0)
|
||||
_VoronoiDetail("VoronoiDetail", Range( 0 , 10)) = 3
|
||||
_VoronoiSpeed("VoronoiSpeed", Range( 0 , 5)) = 0.5
|
||||
_VoronoiStrength("VoronoiStrength", Range( 0 , 3)) = 0.5
|
||||
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
LOD 0
|
||||
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
CompFront [_StencilComp]
|
||||
PassFront [_StencilOp]
|
||||
FailFront Keep
|
||||
ZFailFront Keep
|
||||
CompBack Always
|
||||
PassBack Keep
|
||||
FailBack Keep
|
||||
ZFailBack Keep
|
||||
}
|
||||
|
||||
|
||||
Cull [_TwoSided]
|
||||
Lighting Off
|
||||
ZWrite [_ZWriteMode]
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Default"
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 3.0
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
|
||||
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#define ASE_NEEDS_FRAG_COLOR
|
||||
#pragma shader_feature_local _POLAR_ON
|
||||
#pragma shader_feature_local _HORIZONTALFLIP_ON
|
||||
#pragma shader_feature_local _VERTICALFLIP_ON
|
||||
#pragma shader_feature_local _SOFTDISSOLVE_ON
|
||||
#pragma shader_feature_local _XDISSOLVEMID_OFF _XDISSOLVEMID_LEFTTORIGHT _XDISSOLVEMID_RIGHTTOLEFT
|
||||
#pragma shader_feature_local _YDISSOLVEMID_OFF _YDISSOLVEMID_LEFTTORIGHT _YDISSOLVEMID_RIGHTTOLEFT
|
||||
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 worldPosition : TEXCOORD1;
|
||||
float4 mask : TEXCOORD2;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _Color;
|
||||
fixed4 _TextureSampleAdd;
|
||||
float4 _ClipRect;
|
||||
float4 _MainTex_ST;
|
||||
float _UIMaskSoftnessX;
|
||||
float _UIMaskSoftnessY;
|
||||
|
||||
uniform float _ColorPower;
|
||||
uniform float4 _GlowColor;
|
||||
uniform sampler2D _GlowTex;
|
||||
uniform float2 _GlowOffsetSpeed;
|
||||
uniform float4 _GlowTex_ST;
|
||||
uniform float _VoronoiDetail;
|
||||
uniform float _VoronoiSpeed;
|
||||
uniform float _VoronoiStrength;
|
||||
uniform sampler2D _FlowTex;
|
||||
uniform float _X_Speed;
|
||||
uniform float _Y_Speed;
|
||||
uniform float4 _FlowTex_ST;
|
||||
uniform float2 _PolarCenter;
|
||||
uniform float2 _PolarUV;
|
||||
uniform float _FlowStrength;
|
||||
uniform float2 _OffsetSpeed;
|
||||
uniform float2 _RotateCenter;
|
||||
uniform float _RotateAngle;
|
||||
uniform float _RotateSpeed;
|
||||
uniform float _RotateAnim;
|
||||
uniform float _H;
|
||||
uniform float _S;
|
||||
uniform float _V;
|
||||
uniform float _DissolveIntensity;
|
||||
uniform sampler2D _DissolveTex;
|
||||
uniform float4 _DissolveTex_ST;
|
||||
uniform float4 _ScaleOffset;
|
||||
uniform float _DissolveTexPower;
|
||||
uniform float2 _DissolveRemap;
|
||||
uniform sampler2D _MaskTex;
|
||||
uniform float _MaskOffsetX;
|
||||
uniform float2 _MaskRemap;
|
||||
uniform float _MaskOffsetY;
|
||||
float2 voronoihash266( float2 p )
|
||||
{
|
||||
|
||||
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
||||
return frac( sin( p ) *43758.5453);
|
||||
}
|
||||
|
||||
float voronoi266( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
||||
{
|
||||
float2 n = floor( v );
|
||||
float2 f = frac( v );
|
||||
float F1 = 8.0;
|
||||
float F2 = 8.0; float2 mg = 0;
|
||||
for ( int j = -1; j <= 1; j++ )
|
||||
{
|
||||
for ( int i = -1; i <= 1; i++ )
|
||||
{
|
||||
float2 g = float2( i, j );
|
||||
float2 o = voronoihash266( n + g );
|
||||
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
||||
float d = 0.707 * sqrt(dot( r, r ));
|
||||
if( d<F1 ) {
|
||||
F2 = F1;
|
||||
F1 = d; mg = g; mr = r; id = o;
|
||||
} else if( d<F2 ) {
|
||||
F2 = d;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
return F1;
|
||||
}
|
||||
|
||||
float2 voronoihash267( float2 p )
|
||||
{
|
||||
|
||||
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
||||
return frac( sin( p ) *43758.5453);
|
||||
}
|
||||
|
||||
float voronoi267( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
||||
{
|
||||
float2 n = floor( v );
|
||||
float2 f = frac( v );
|
||||
float F1 = 8.0;
|
||||
float F2 = 8.0; float2 mg = 0;
|
||||
for ( int j = -1; j <= 1; j++ )
|
||||
{
|
||||
for ( int i = -1; i <= 1; i++ )
|
||||
{
|
||||
float2 g = float2( i, j );
|
||||
float2 o = voronoihash267( n + g );
|
||||
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
||||
float d = 0.707 * sqrt(dot( r, r ));
|
||||
if( d<F1 ) {
|
||||
F2 = F1;
|
||||
F1 = d; mg = g; mr = r; id = o;
|
||||
} else if( d<F2 ) {
|
||||
F2 = d;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
return F1;
|
||||
}
|
||||
|
||||
float3 HSVToRGB( float3 c )
|
||||
{
|
||||
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
|
||||
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
|
||||
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
|
||||
}
|
||||
|
||||
float3 RGBToHSV(float3 c)
|
||||
{
|
||||
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
||||
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
|
||||
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
|
||||
float d = q.x - min( q.w, q.y );
|
||||
float e = 1.0e-10;
|
||||
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
||||
}
|
||||
|
||||
|
||||
v2f vert(appdata_t v )
|
||||
{
|
||||
v2f OUT;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||
|
||||
|
||||
|
||||
v.vertex.xyz += float3( 0, 0, 0 ) ;
|
||||
|
||||
float4 vPosition = UnityObjectToClipPos(v.vertex);
|
||||
OUT.worldPosition = v.vertex;
|
||||
OUT.vertex = vPosition;
|
||||
|
||||
float2 pixelSize = vPosition.w;
|
||||
pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||
OUT.texcoord = v.texcoord;
|
||||
OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
|
||||
|
||||
OUT.color = v.color * _Color;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f IN ) : SV_Target
|
||||
{
|
||||
//Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
|
||||
//The incoming alpha could have numerical instability, which makes it very sensible to
|
||||
//HDR color transparency blend, when it blends with the world's texture.
|
||||
const half alphaPrecision = half(0xff);
|
||||
const half invAlphaPrecision = half(1.0/alphaPrecision);
|
||||
IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision;
|
||||
|
||||
float2 uv_GlowTex = IN.texcoord.xy * _GlowTex_ST.xy + _GlowTex_ST.zw;
|
||||
float temp_output_261_0 = ( _Time.y * _VoronoiSpeed );
|
||||
float time266 = temp_output_261_0;
|
||||
float2 voronoiSmoothId266 = 0;
|
||||
float2 texCoord269 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
||||
float2 coords266 = texCoord269 * _VoronoiDetail;
|
||||
float2 id266 = 0;
|
||||
float2 uv266 = 0;
|
||||
float voroi266 = voronoi266( coords266, time266, id266, uv266, 0, voronoiSmoothId266 );
|
||||
float time267 = ( temp_output_261_0 * 0.3 );
|
||||
float2 voronoiSmoothId267 = 0;
|
||||
float2 coords267 = texCoord269 * ( _VoronoiDetail * 0.7 );
|
||||
float2 id267 = 0;
|
||||
float2 uv267 = 0;
|
||||
float voroi267 = voronoi267( coords267, time267, id267, uv267, 0, voronoiSmoothId267 );
|
||||
float blendOpSrc268 = voroi266;
|
||||
float blendOpDest268 = voroi267;
|
||||
float2 appendResult140 = (float2(_X_Speed , _Y_Speed));
|
||||
float2 uv_FlowTex = IN.texcoord.xy * _FlowTex_ST.xy + _FlowTex_ST.zw;
|
||||
float2 CenteredUV15_g20 = ( uv_FlowTex - _PolarCenter );
|
||||
float2 break17_g20 = CenteredUV15_g20;
|
||||
float2 appendResult23_g20 = (float2(( length( CenteredUV15_g20 ) * _PolarUV.x * 2.0 ) , ( atan2( break17_g20.x , break17_g20.y ) * ( 1.0 / 6.28318548202515 ) * _PolarUV.y )));
|
||||
#ifdef _POLAR_ON
|
||||
float2 staticSwitch141 = appendResult23_g20;
|
||||
#else
|
||||
float2 staticSwitch141 = uv_FlowTex;
|
||||
#endif
|
||||
float2 panner142 = ( 1.0 * _Time.y * appendResult140 + staticSwitch141);
|
||||
float temp_output_153_0 = ( tex2D( _FlowTex, panner142 ).r * _FlowStrength );
|
||||
float2 panner251 = ( 1.0 * _Time.y * _GlowOffsetSpeed + ( uv_GlowTex + ( ( ( saturate( (( blendOpDest268 > 0.5 ) ? ( 1.0 - 2.0 * ( 1.0 - blendOpDest268 ) * ( 1.0 - blendOpSrc268 ) ) : ( 2.0 * blendOpDest268 * blendOpSrc268 ) ) )) * _VoronoiStrength ) + temp_output_153_0 ) ));
|
||||
float2 texCoord73 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
||||
float2 panner80 = ( 1.0 * _Time.y * _OffsetSpeed + texCoord73);
|
||||
float temp_output_83_0 = (panner80).x;
|
||||
#ifdef _HORIZONTALFLIP_ON
|
||||
float staticSwitch86 = ( 1.0 - temp_output_83_0 );
|
||||
#else
|
||||
float staticSwitch86 = temp_output_83_0;
|
||||
#endif
|
||||
float temp_output_82_0 = (panner80).y;
|
||||
#ifdef _VERTICALFLIP_ON
|
||||
float staticSwitch87 = ( 1.0 - temp_output_82_0 );
|
||||
#else
|
||||
float staticSwitch87 = temp_output_82_0;
|
||||
#endif
|
||||
float2 appendResult90 = (float2(staticSwitch86 , staticSwitch87));
|
||||
float lerpResult326 = lerp( _RotateAngle , (0.0 + (( _Time.y * _RotateSpeed ) - 0.0) * (360.0 - 0.0) / (1.0 - 0.0)) , _RotateAnim);
|
||||
float cos1_g21 = cos( ( lerpResult326 / ( -360.0 / ( 2.0 * UNITY_PI ) ) ) );
|
||||
float sin1_g21 = sin( ( lerpResult326 / ( -360.0 / ( 2.0 * UNITY_PI ) ) ) );
|
||||
float2 rotator1_g21 = mul( appendResult90 - _RotateCenter , float2x2( cos1_g21 , -sin1_g21 , sin1_g21 , cos1_g21 )) + _RotateCenter;
|
||||
float2 temp_cast_0 = (temp_output_153_0).xx;
|
||||
float2 lerpResult308 = lerp( rotator1_g21 , temp_cast_0 , _FlowStrength);
|
||||
float3 hsvTorgb1_g22 = RGBToHSV( (tex2D( _MainTex, lerpResult308 )).rgb );
|
||||
float clampResult8_g22 = clamp( ( hsvTorgb1_g22.y + _S ) , 0.0 , 1.0 );
|
||||
float3 hsvTorgb9_g22 = HSVToRGB( float3(( hsvTorgb1_g22.x + _H ),clampResult8_g22,( hsvTorgb1_g22.z + _V )) );
|
||||
float2 temp_cast_1 = (temp_output_153_0).xx;
|
||||
float2 lerpResult333 = lerp( appendResult90 , temp_cast_1 , _FlowStrength);
|
||||
float4 appendResult124 = (float4(hsvTorgb9_g22 , tex2D( _MainTex, lerpResult333 ).a));
|
||||
float4 temp_output_117_0 = ( _Color * IN.color * appendResult124 );
|
||||
float2 uv_DissolveTex = IN.texcoord.xy * _DissolveTex_ST.xy + _DissolveTex_ST.zw;
|
||||
float2 appendResult234 = (float2(_ScaleOffset.x , _ScaleOffset.y));
|
||||
float2 appendResult235 = (float2(_ScaleOffset.z , _ScaleOffset.w));
|
||||
float lerpResult168 = lerp( 0.0 , tex2D( _DissolveTex, (( float2( 0,0 ) + uv_DissolveTex )*appendResult234 + appendResult235) ).r , _DissolveTexPower);
|
||||
float2 texCoord220 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
||||
float2 temp_output_236_0 = (texCoord220*float2( 1,1 ) + float2( 0,0 ));
|
||||
float temp_output_237_0 = (temp_output_236_0).x;
|
||||
#if defined(_XDISSOLVEMID_OFF)
|
||||
float staticSwitch201 = 1.0;
|
||||
#elif defined(_XDISSOLVEMID_LEFTTORIGHT)
|
||||
float staticSwitch201 = temp_output_237_0;
|
||||
#elif defined(_XDISSOLVEMID_RIGHTTOLEFT)
|
||||
float staticSwitch201 = ( 1.0 - temp_output_237_0 );
|
||||
#else
|
||||
float staticSwitch201 = ( 1.0 - temp_output_237_0 );
|
||||
#endif
|
||||
float temp_output_238_0 = (temp_output_236_0).y;
|
||||
#if defined(_YDISSOLVEMID_OFF)
|
||||
float staticSwitch202 = 1.0;
|
||||
#elif defined(_YDISSOLVEMID_LEFTTORIGHT)
|
||||
float staticSwitch202 = temp_output_238_0;
|
||||
#elif defined(_YDISSOLVEMID_RIGHTTOLEFT)
|
||||
float staticSwitch202 = ( 1.0 - temp_output_238_0 );
|
||||
#else
|
||||
float staticSwitch202 = 1.0;
|
||||
#endif
|
||||
float DissolveDirection204 = (_DissolveRemap.x + (( staticSwitch201 * staticSwitch202 ) - 0.0) * (_DissolveRemap.y - _DissolveRemap.x) / (1.0 - 0.0));
|
||||
float temp_output_246_0 = ( lerpResult168 + DissolveDirection204 );
|
||||
float smoothstepResult175 = smoothstep( temp_output_246_0 , 0.0 , _DissolveIntensity);
|
||||
#ifdef _SOFTDISSOLVE_ON
|
||||
float staticSwitch176 = smoothstepResult175;
|
||||
#else
|
||||
float staticSwitch176 = step( _DissolveIntensity , temp_output_246_0 );
|
||||
#endif
|
||||
float2 uv_MainTex = IN.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float2 appendResult315 = (float2((_MaskRemap.x + (_MaskOffsetX - 0.0) * (_MaskRemap.y - _MaskRemap.x) / (1.0 - 0.0)) , _MaskOffsetY));
|
||||
float4 appendResult216 = (float4(( _ColorPower * ( ( _GlowColor * tex2D( _GlowTex, panner251 ) ) + float4( (temp_output_117_0).rgb , 0.0 ) ) ).rgb , ( (temp_output_117_0).a * staticSwitch176 * tex2D( _MaskTex, ( uv_MainTex + appendResult315 ) ).r )));
|
||||
|
||||
|
||||
half4 color = appendResult216;
|
||||
|
||||
#ifdef UNITY_UI_CLIP_RECT
|
||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
|
||||
color.a *= m.x * m.y;
|
||||
#endif
|
||||
|
||||
#ifdef UNITY_UI_ALPHACLIP
|
||||
clip (color.a - 0.001);
|
||||
#endif
|
||||
|
||||
color.rgb *= color.a;
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "ASEMaterialInspector"
|
||||
|
||||
Fallback Off
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=19202
|
||||
Node;AmplifyShaderEditor.CommentaryNode;67;-2943.752,-2021.408;Inherit;False;1430.376;695.7315;;19;327;320;329;326;28;328;322;91;32;90;87;86;84;85;83;82;80;77;73;UV;1,1,1,1;0;0
|
||||
Node;AmplifyShaderEditor.CommentaryNode;133;-2974.431,-2761.713;Inherit;False;1397.438;544.605;;12;153;143;144;142;140;141;137;138;139;135;134;136;扰动;1,1,1,1;0;0
|
||||
Node;AmplifyShaderEditor.TextureCoordinatesNode;73;-2907.04,-1928.243;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.Vector2Node;77;-2863.231,-1798.728;Inherit;False;Property;_OffsetSpeed;偏移速度;6;0;Create;False;0;0;0;False;0;False;0,0;0,0;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
|
||||
Node;AmplifyShaderEditor.PannerNode;80;-2683.04,-1847.243;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0
|
||||
Node;AmplifyShaderEditor.Vector2Node;136;-2722.222,-2588.191;Inherit;False;Property;_PolarUV;极坐标UV;18;0;Create;False;0;0;0;False;0;False;1,1;1,1;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
|
||||
Node;AmplifyShaderEditor.TextureCoordinatesNode;135;-2953.044,-2706.468;Inherit;False;0;143;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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||||
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Reference in New Issue
Block a user