74 lines
1.6 KiB
Plaintext
74 lines
1.6 KiB
Plaintext
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Shader "Zhanyou/Character/NPC" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Emission ("Emission", Range(0, 1)) = 0.2
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// 角色材质颜色,乘法运算
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_Color("Blend Color", Color) = (1, 1, 1, 1)
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// Emission叠加颜色,加法运算
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_AddColor("Additive Color", Color) = (0, 0, 0, 1)
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_Outline ("Outline Power", float) = 22
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_OutlineColor ("Outline Color", Color) = (0.02, 0.02, 0.02, 1)
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// 流光贴图
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_FlowTex ("Flow (RGB)", 2D) = "black" {}
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// 流光颜色
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_FlowColor ("Flow Color", Color) = (1, 1, 1, 1)
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// 流光速度
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_FlowSpeed ("Flow Speed", float) = 1
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}
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SubShader {
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Tags { "Queue"="AlphaTest+10" "RenderType"="Character" }
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Pass {
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Stencil {
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Ref 1
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Comp always
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Pass replace
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}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile __ UseFlowColor
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#pragma multi_compile_fog
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#include "NpcBase.cginc"
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struct v2f {
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float4 pos : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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half rim : TEXCOORD1;
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UNITY_FOG_COORDS(2)
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#if UseFlowColor
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FLOW_UV(3)
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#endif
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};
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v2f vert (appdata_tan v)
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{
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v2f o;
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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NPC_VERT_COMMON(o);
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#if UseFlowColor
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FLOW_VERT(o);
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#endif
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UNITY_TRANSFER_FOG(o, o.pos);
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return o;
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}
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fixed4 frag(v2f i) : SV_TARGET
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{
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fixed4 col;
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NPC_FRAG_COMMON(col);
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#if UseFlowColor
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FLOW_FRAG(col);
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#endif
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UNITY_OPAQUE_ALPHA(col.a);
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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CustomEditor "FlowToggleShaderGui"
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Fallback "Unlit/Texture"
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}
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