62 lines
1.4 KiB
Plaintext
62 lines
1.4 KiB
Plaintext
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Shader "Zhanyou/CharacterRenderLine" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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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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_AddColor("Additive Color", Color) = (0, 0, 0, 1)
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_LightDir("Light Dir", Vector) = (0, 0, 1,0)
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_LightColor("Light Color", Color) = (1, 1, 1, 1)
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}
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SubShader {
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Tags { "Queue" = "AlphaTest+10" "RenderType"="Opaque" }
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Pass {
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert
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#pragma fragment frag
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struct v2f {
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float4 pos : SV_POSITION;
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float3 normal:NORMAL;
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float2 texcoord : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _Color;
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float4 _AddColor;
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float4 _LightDir;
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float4 _LightColor;
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v2f vert (appdata_full v)
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{
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v2f o;
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.normal = normalize(v.normal);
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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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float3 lightDir = normalize(_LightDir.xyz);
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float d = dot(i.normal, lightDir);
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fixed4 col;
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col = tex2D(_MainTex, i.texcoord);
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col.rgb *= _Color.rgb;
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col.rgb += max(0, d)*_LightColor.rgb;
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half grow = Luminance(col.rgb);
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col = float4(grow, grow, grow, col.a);
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col.rgb += _AddColor;
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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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Fallback "Unlit/Texture"
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}
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