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JJBB/Assets/Project/Shader/CharacterNpcDead.shader

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2024-08-23 15:49:34 +08:00
// 使用Alpha Blend和Alpha Test混合处理
Shader "Zhanyou/Character/NPCDead" {
Properties {
_MainTex ("Base (RGB)", 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)
// 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
{
"IgnoreProjector"="True"
"Queue"="AlphaTest+20"
// 仍然认为这个是普通NPC的Type
"RenderType"="Opaque"
}
// 第一个通道为溶解未开始部分写入ZBuffer
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 dissolveCoord : TEXCOORD0;
};
uniform sampler2D _DissolveTex;
uniform half4 _DissolveTex_ST;
uniform half _DissolveFade;
uniform half _DissolveEnd;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.dissolveCoord = TRANSFORM_TEX(v.texcoord, _DissolveTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 dissolve = tex2D(_DissolveTex, i.dissolveCoord);
clip(dissolve.a - _DissolveEnd - _DissolveFade);
return 0;
}
ENDCG
}
// 第二个通道写入RGBA值
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
// 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
ZWrite Off
Offset 0, 0.01
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "NpcBase.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 dissolveCoord : TEXCOORD01;
half rim : TEXCOORD2;
UNITY_FOG_COORDS(3)
};
uniform sampler2D _DissolveTex;
uniform half4 _DissolveTex_ST;
uniform half _DissolveFade;
uniform half _DissolveEnd;
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;
NPC_FRAG_COMMON(col);
fixed4 dissolve = tex2D(_DissolveTex, i.dissolveCoord);
if (dissolve.a <= _DissolveEnd + _DissolveFade)
{
col.a = max(0.0, (dissolve.a - _DissolveEnd) / _DissolveFade);
col.rgb = lerp(lerp(dissolve.rgb, col.rgb, col.a), dissolve.rgb, col.a * col.a);
}
else
UNITY_OPAQUE_ALPHA(col.a);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
// 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
// Shadow Caster
// ---- shadow caster pass:
Pass {
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#include "HLSLSupport.cginc"
#include "UnityShaderVariables.cginc"
#define UNITY_PASS_SHADOWCASTER
#include "UnityCG.cginc"
#include "Lighting.cginc"
half _Cutoff;
uniform sampler2D _DissolveTex;
uniform float4 _DissolveTex_ST;
uniform half _DissolveFade;
uniform half _DissolveEnd;
struct v2f {
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1; // _MainTex
float3 worldPos : TEXCOORD2;
};
v2f vert (appdata_full v) {
v2f o;
UNITY_TRANSFER_INSTANCE_ID(v,o);
o.uv = TRANSFORM_TEX(v.texcoord, _DissolveTex);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = worldPos;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
fixed4 frag (v2f i) : SV_Target {
fixed4 c = tex2D(_DissolveTex, i.uv);
clip(c.a - _DissolveEnd - _DissolveFade);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
Fallback "Zhanyou/Character/NPCAlpha"
}