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