82 lines
2.3 KiB
Plaintext
82 lines
2.3 KiB
Plaintext
|
Shader "Zhanyou/Character/NPCColorLerp" {
|
|||
|
Properties {
|
|||
|
_MainTex ("Base (RGB)", 2D) = "white" {}
|
|||
|
[NoScaleOffset]_OtherTex ("Other Texture", 2D) = "white" {}
|
|||
|
_Emission ("Emission", Range(0, 1)) = 0.2
|
|||
|
// 角色材质颜色,乘法运算
|
|||
|
_Color("Blend Color", Color) = (1, 1, 1, 1)
|
|||
|
// Emission叠加颜色,加法运算
|
|||
|
_AddColor("Additive Color", Color) = (0, 0, 0, 1)
|
|||
|
_Outline ("Outline Power", float) = 22
|
|||
|
_OutlineColor ("Outline Color", Color) = (0.02, 0.02, 0.02, 1)
|
|||
|
// 溶解贴图,RGB为颜色,A为溶解开始数值
|
|||
|
_DissolveTex ("Dissolve Tex", 2D) = "white" {}
|
|||
|
// 部分溶解的渐变区域值
|
|||
|
_DissolveFade ("Dissolve Fade", Range(0, 1)) = 0.1
|
|||
|
// 完全溶解的Alpha数值
|
|||
|
_DissolveEnd ("Dissolve End", Range(0, 1)) = 0.5
|
|||
|
}
|
|||
|
|
|||
|
SubShader {
|
|||
|
Tags { "Queue"="AlphaTest+10" "RenderType"="Character" }
|
|||
|
|
|||
|
Pass {
|
|||
|
Stencil {
|
|||
|
Ref 1
|
|||
|
Comp always
|
|||
|
Pass replace
|
|||
|
}
|
|||
|
|
|||
|
CGPROGRAM
|
|||
|
#pragma vertex vert
|
|||
|
#pragma fragment frag
|
|||
|
#pragma multi_compile_fog
|
|||
|
#include "NpcBase.cginc"
|
|||
|
|
|||
|
uniform sampler2D _OtherTex;
|
|||
|
uniform sampler2D _DissolveTex;
|
|||
|
uniform half4 _DissolveTex_ST;
|
|||
|
uniform half _DissolveFade;
|
|||
|
uniform half _DissolveEnd;
|
|||
|
|
|||
|
struct v2f {
|
|||
|
float4 pos : SV_POSITION;
|
|||
|
float2 texcoord : TEXCOORD0;
|
|||
|
float2 dissolveCoord : TEXCOORD1;
|
|||
|
half rim : TEXCOORD2;
|
|||
|
UNITY_FOG_COORDS(3)
|
|||
|
};
|
|||
|
|
|||
|
v2f vert (appdata_tan v)
|
|||
|
{
|
|||
|
v2f o;
|
|||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
|||
|
NPC_VERT_COMMON(o);
|
|||
|
o.dissolveCoord = TRANSFORM_TEX(v.texcoord, _DissolveTex);
|
|||
|
UNITY_TRANSFER_FOG(o, o.pos);
|
|||
|
return o;
|
|||
|
}
|
|||
|
|
|||
|
fixed4 frag(v2f i) : SV_TARGET
|
|||
|
{
|
|||
|
fixed4 col = tex2D(_OtherTex, i.texcoord);
|
|||
|
fixed4 mainCol = tex2D(_MainTex, i.texcoord);
|
|||
|
fixed4 dissolve = tex2D(_DissolveTex, i.dissolveCoord);
|
|||
|
if (dissolve.a <= _DissolveEnd + _DissolveFade)
|
|||
|
{
|
|||
|
float rate = max(0.0, (dissolve.a - _DissolveEnd) / _DissolveFade);
|
|||
|
col.rgb = lerp(mainCol.rgb, col.rgb, rate * rate);
|
|||
|
}
|
|||
|
|
|||
|
col.rgb *= _Color.rgb;
|
|||
|
col.rgb += col.rgb * _Emission + _AddColor;
|
|||
|
col.rgb += _OutlineColor.rgb * _OutlineColor.a * i.rim;
|
|||
|
UNITY_OPAQUE_ALPHA(col.a);
|
|||
|
UNITY_APPLY_FOG(i.fogCoord, col);
|
|||
|
return col;
|
|||
|
}
|
|||
|
ENDCG
|
|||
|
}
|
|||
|
}
|
|||
|
Fallback "Zhanyou/Character/NPC"
|
|||
|
}
|