做不出来

This commit is contained in:
SoulliesOfficial
2026-06-30 01:48:58 -04:00
parent 9a9e48f8a5
commit ddd387ef35
132 changed files with 8945 additions and 2943 deletions

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Shader "Cielonos/MeshEffects/Afterimage"
{
Properties
{
[Header(Color Settings)]
[HDR] _BaseColor("Base Color", Color) = (0, 0.9, 1, 0.2)
[HDR] _RimColor("Rim Color (Fresnel)", Color) = (0.5, 0.9, 1, 1)
_RimPower("Rim Power", Range(0.1, 10)) = 3.0
_Glow("Glow Intensity", Range(0, 10)) = 2.0
[Header(Fade Settings)]
_Fade("Fade (Alpha)", Range(0, 1)) = 1.0
}
SubShader
{
Tags
{
"RenderType" = "Transparent"
"Queue" = "Transparent"
"RenderPipeline" = "UniversalPipeline"
"IgnoreProjector" = "True"
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Blend SrcAlpha One
ZWrite Off
Cull Back
Pass
{
Name "AfterimagePass"
Tags { "LightMode" = "UniversalForward" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
};
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float4 positionCS : SV_POSITION;
float3 normalWS : TEXCOORD0;
float3 viewDirWS : TEXCOORD1;
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float4 _BaseColor;
float4 _RimColor;
float _RimPower;
float _Glow;
float _Fade;
CBUFFER_END
Varyings vert(Attributes input)
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}
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float3 viewDirWS = normalize(input.viewDirWS);
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}
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