160 lines
4.3 KiB
Plaintext
160 lines
4.3 KiB
Plaintext
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// 使用Alpha Blend和Alpha Test混合处理
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Shader "Zhanyou/Character/NPCDead" {
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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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// 溶解贴图,RGB为颜色,A为溶解开始数值
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_DissolveTex ("Dissolve Tex", 2D) = "white" {}
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// 部分溶解的渐变区域值
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_DissolveFade ("Dissolve Fade", Range(0, 1)) = 0.1
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// 完全溶解的Alpha数值
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_DissolveEnd ("Dissolve End", Range(0, 1)) = 0.5
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}
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SubShader
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{
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Tags
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{
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"IgnoreProjector"="True"
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"Queue"="AlphaTest+20"
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// 仍然认为这个是普通NPC的Type
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"RenderType"="Opaque"
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}
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// 第一个通道为溶解未开始部分写入ZBuffer
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Pass
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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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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 dissolveCoord : TEXCOORD0;
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};
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uniform sampler2D _DissolveTex;
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uniform half4 _DissolveTex_ST;
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uniform half _DissolveFade;
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uniform half _DissolveEnd;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.dissolveCoord = TRANSFORM_TEX(v.texcoord, _DissolveTex);
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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 dissolve = tex2D(_DissolveTex, i.dissolveCoord);
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clip(dissolve.a - _DissolveEnd - _DissolveFade);
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return 0;
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}
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ENDCG
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}
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// 第二个通道写入RGBA值
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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// 注:部分NPC会挡住自己,暂时将渲染次序改高防止遮挡其他透明物体
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ZWrite Off
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Offset 0, 0.01
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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_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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float2 dissolveCoord : TEXCOORD01;
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half rim : TEXCOORD2;
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UNITY_FOG_COORDS(3)
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};
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uniform sampler2D _DissolveTex;
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uniform half4 _DissolveTex_ST;
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uniform half _DissolveFade;
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uniform half _DissolveEnd;
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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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o.dissolveCoord = TRANSFORM_TEX(v.texcoord, _DissolveTex);
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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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fixed4 dissolve = tex2D(_DissolveTex, i.dissolveCoord);
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if (dissolve.a <= _DissolveEnd + _DissolveFade)
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{
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col.a = max(0.0, (dissolve.a - _DissolveEnd) / _DissolveFade);
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col.rgb = lerp(lerp(dissolve.rgb, col.rgb, col.a), dissolve.rgb, col.a * col.a);
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}
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else
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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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// 其实没有用的投影通道,但是Unity貌似会用这个通道做屏幕深度运算,所以保留一个
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// Shadow Caster
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// ---- shadow caster pass:
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Pass {
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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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_shadowcaster
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "HLSLSupport.cginc"
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#include "UnityShaderVariables.cginc"
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#define UNITY_PASS_SHADOWCASTER
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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half _Cutoff;
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uniform sampler2D _DissolveTex;
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uniform float4 _DissolveTex_ST;
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uniform half _DissolveFade;
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uniform half _DissolveEnd;
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struct v2f {
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V2F_SHADOW_CASTER;
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float2 uv : TEXCOORD1; // _MainTex
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float3 worldPos : TEXCOORD2;
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};
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v2f vert (appdata_full v) {
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v2f o;
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UNITY_TRANSFER_INSTANCE_ID(v,o);
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o.uv = TRANSFORM_TEX(v.texcoord, _DissolveTex);
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
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o.worldPos = worldPos;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
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return o;
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}
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fixed4 frag (v2f i) : SV_Target {
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fixed4 c = tex2D(_DissolveTex, i.uv);
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clip(c.a - _DissolveEnd - _DissolveFade);
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SHADOW_CASTER_FRAGMENT(i)
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}
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ENDCG
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}
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}
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Fallback "Zhanyou/Character/NPCAlpha"
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}
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