74 lines
1.6 KiB
Plaintext
74 lines
1.6 KiB
Plaintext
Shader "Zhanyou/Character/NPC" {
|
||
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)
|
||
_Outline ("Outline Power", float) = 22
|
||
_OutlineColor ("Outline Color", Color) = (0.02, 0.02, 0.02, 1)
|
||
// 流光贴图
|
||
_FlowTex ("Flow (RGB)", 2D) = "black" {}
|
||
// 流光颜色
|
||
_FlowColor ("Flow Color", Color) = (1, 1, 1, 1)
|
||
// 流光速度
|
||
_FlowSpeed ("Flow Speed", float) = 1
|
||
}
|
||
|
||
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 __ UseFlowColor
|
||
#pragma multi_compile_fog
|
||
#include "NpcBase.cginc"
|
||
|
||
struct v2f {
|
||
float4 pos : SV_POSITION;
|
||
float2 texcoord : TEXCOORD0;
|
||
half rim : TEXCOORD1;
|
||
UNITY_FOG_COORDS(2)
|
||
#if UseFlowColor
|
||
FLOW_UV(3)
|
||
#endif
|
||
};
|
||
|
||
v2f vert (appdata_tan v)
|
||
{
|
||
v2f o;
|
||
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||
NPC_VERT_COMMON(o);
|
||
#if UseFlowColor
|
||
FLOW_VERT(o);
|
||
#endif
|
||
UNITY_TRANSFER_FOG(o, o.pos);
|
||
return o;
|
||
}
|
||
|
||
fixed4 frag(v2f i) : SV_TARGET
|
||
{
|
||
fixed4 col;
|
||
NPC_FRAG_COMMON(col);
|
||
#if UseFlowColor
|
||
FLOW_FRAG(col);
|
||
#endif
|
||
UNITY_OPAQUE_ALPHA(col.a);
|
||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||
return col;
|
||
}
|
||
ENDCG
|
||
}
|
||
}
|
||
CustomEditor "FlowToggleShaderGui"
|
||
Fallback "Unlit/Texture"
|
||
} |