155 lines
4.3 KiB
Plaintext
155 lines
4.3 KiB
Plaintext
Shader "Zhanyou/Character/RideFlow" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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// ChannelTex,r表示流光亮度
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[NoScaleOffset]_ChannelTex("Channel(R is the strength of flow)", 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) = (0.03, 0.03, 0.03, 1)
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_Cutoff("Alpha Cutoff", Range(0, 1)) = 0.5
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// 流光贴图
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_FlowTex ("Flow (RGB)", 2D) = "black" {}
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// 流光颜色
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_FlowColor ("Flow Color", Color) = (1, 1, 1, 1)
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// 流光速度
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_FlowSpeed ("Flow Speed", float) = 1
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}
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SubShader {
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Tags { "Queue"="AlphaTest+10" "RenderType"="CharacterCutout" }
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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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#include "UnityCG.cginc"
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#include "Gles2Helper.cginc"
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature UseFlowColor
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#pragma multi_compile_fog
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 texcoord : TEXCOORD0;
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float2 texcoord2 : TEXCOORD1;
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};
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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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float4 flowUv : TEXCOORD1;
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half rim : TEXCOORD2;
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UNITY_FOG_COORDS(3)
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};
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform half _Emission;
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uniform half4 _Color;
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uniform half4 _AddColor;
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uniform half _Outline;
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uniform half4 _OutlineColor;
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uniform sampler2D _ChannelTex;
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uniform sampler2D _FlowTex;
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uniform half4 _FlowTex_ST;
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uniform half4 _FlowColor;
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uniform float _FlowSpeed;
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v2f vert (appdata 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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half3 objectViewDir = ObjSpaceViewDir(v.vertex);
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TANGENT_SPACE_ROTATION;
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o.rim = saturate(1 - normalize(MUL_3x3_WITH_VECTOR(rotation, objectViewDir)).z);
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o.rim = pow(o.rim, _Outline);
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o.texcoord = v.texcoord;
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o.flowUv.xy = v.texcoord2;
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o.flowUv.zw = TRANSFORM_TEX(v.texcoord2, _FlowTex);
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o.flowUv.w += _Time.y * _FlowSpeed;
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UNITY_TRANSFER_FOG(o, o.pos);
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return o;
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}
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uniform half _Cutoff;
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fixed4 frag(v2f i) : SV_TARGET
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{
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fixed4 col;
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col = tex2D(_MainTex, i.texcoord);
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clip(col.a - _Cutoff);
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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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half4 channelCol = tex2D(_ChannelTex, i.flowUv.xy);
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fixed4 flowCol = tex2D(_FlowTex, i.flowUv.zw);
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flowCol *= _FlowColor;
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col.rgb += flowCol.rgb * flowCol.a * channelCol.r;
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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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// 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
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// Shadow Caster
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// ---- shadow caster pass:
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Pass {
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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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_shadowcaster
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "HLSLSupport.cginc"
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#include "UnityShaderVariables.cginc"
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#define UNITY_PASS_SHADOWCASTER
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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half _Cutoff;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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struct v2f {
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V2F_SHADOW_CASTER;
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float2 uv : TEXCOORD1; // _MainTex
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float3 worldPos : TEXCOORD2;
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};
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v2f vert (appdata_full v) {
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v2f o;
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UNITY_TRANSFER_INSTANCE_ID(v,o);
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
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o.worldPos = worldPos;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
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return o;
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}
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fixed4 frag (v2f i) : SV_Target {
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fixed4 c = tex2D(_MainTex, i.uv);
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clip (c.a - _Cutoff);
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SHADOW_CASTER_FRAGMENT(i)
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}
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ENDCG
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}
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}
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CustomEditor "FlowToggleShaderGui"
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Fallback "Zhanyou/Character/NPC"
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}
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