100 lines
2.2 KiB
Plaintext
100 lines
2.2 KiB
Plaintext
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Shader "Zhanyou/SkillWarningSectorBlend" {
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Properties
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{
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Particle Texture", 2D) = "white" {}
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// 扇形边线参数,四座标代表Cos,1f / Tan,直线sqrt(A ^ 2 + B ^ 2)
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_Edge("Edge", Vector) = (1, 0, 0, 0)
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_Scale("Scale", Float) = 1
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_Size ("Size Ratio", Range(0, 1)) = 1
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_EdgeHide("Edge Hide", Float) = 0.05
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}
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Subshader {
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Tags{ "Queue" = "Transparent-2" }
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ZWrite Off
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Lighting Off
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ColorMask RGB
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Blend SrcAlpha OneMinusSrcAlpha
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CGINCLUDE
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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 v2f {
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float2 uv : TEXCOORD0;
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float4 pos : SV_POSITION;
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float4 color : COLOR;
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};
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struct a2v {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 color : COLOR;
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};
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v2f vert(a2v 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.uv = v.texcoord;
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o.color = v.color;
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return o;
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}
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uniform sampler2D _MainTex;
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uniform float4 _TintColor;
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uniform half4 _Edge;
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uniform half _Scale;
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uniform half _Size;
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uniform half _EdgeHide;
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fixed4 frag(v2f i) : SV_Target
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{
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float2 uv = i.uv - 0.5;
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if (dot(normalize(uv), float2(0, 1)) > _Edge.x)
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{
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uv.x = abs(uv.x);
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half dist = (uv.y - _Edge.y * uv.x) / _Edge.z;
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dist = dist * _Scale;
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if (dist < _EdgeHide)
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return fixed4(0, 0, 0, 0);
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half radius = distance(i.uv, float2(0.5, 0.5));
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radius = max(0, radius * _Scale + (1 - _Scale * _Size) * 0.5);
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uv.x = 0.5;
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uv.y = radius + 0.5;
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fixed4 res = tex2D(_MainTex, uv);
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res *= _TintColor * i.color;
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res = min(res, fixed4(1, 1, 1, 1));
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return res;
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}
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else
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return fixed4(0, 0, 0, 0);
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}
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ENDCG
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Pass
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{
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Stencil
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{
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Ref 1
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Comp Equal
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}
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CGPROGRAM
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ENDCG
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}
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Pass
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{
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Stencil
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{
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Ref 1
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Comp NotEqual
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}
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ZTest Always
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CGPROGRAM
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ENDCG
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}
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}
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}
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