From 150f1577257a0311a451f7b6e4ab3ae2efb3f6c0 Mon Sep 17 00:00:00 2001 From: kivss Date: Mon, 6 Jul 2026 09:31:27 +0800 Subject: [PATCH] =?UTF-8?q?hitpoint=E6=9B=B4=E6=96=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/000_assets/shader/hit_point.shader | 346 ++++++++++-------- .../Materials/Track/M_Head_New_01.mat | 26 +- 2 files changed, 201 insertions(+), 171 deletions(-) diff --git a/Assets/000_assets/shader/hit_point.shader b/Assets/000_assets/shader/hit_point.shader index 0835cffa..0fe5c2fe 100644 --- a/Assets/000_assets/shader/hit_point.shader +++ b/Assets/000_assets/shader/hit_point.shader @@ -4,16 +4,21 @@ Shader "Soullies/hit_point" { Properties { - [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HDR] _ImageColor( "ImageColor", Color ) = ( 1, 1, 1, 1 ) _Opacity( "Opacity", Float ) = 1 - [Header(cube)] _cube_radius( "cube_radius", Range( 0, 0.5 ) ) = 0.05854658 - _cube_width( "cube_width", Range( 0, 0.5 ) ) = 0.01032564 - _cube_softness( "cube_softness", Range( 0, 1 ) ) = 0 + [Header(cube)] _point_radius( "point_radius", Range( 0, 0.5 ) ) = 0.05854658 + _point_width( "point_width", Range( 0, 0.5 ) ) = 0.1765912 + _point_softness( "point_softness", Range( 0, 1 ) ) = 0 + [Header(cube)] _point2_radius( "point2_radius", Range( 0, 0.5 ) ) = 0 + _point2_width( "point2_width", Range( 0, 0.5 ) ) = 0.3497977 + _point2_softness( "point2_softness", Range( 0, 1 ) ) = 0 + _point2_Opacity( "point2_Opacity", Range( 0, 1 ) ) = 0.2509067 [Header(ring)] _ring_radius( "ring_radius", Range( 0, 1 ) ) = 0.5802088 _ring_width( "ring_width", Range( 0, 0.5 ) ) = 0.05130975 _ring_softness( "ring_softness", Range( 0, 1 ) ) = 0 + _Ring_Opacity( "Ring_Opacity", Range( 0, 1 ) ) = 0.2509067 _gapsize( "gap size", Range( 0, 1 ) ) = 0.8467217 _gap_softness( "gap_softness", Range( 0, 1 ) ) = 0 _count( "count", Float ) = 8 @@ -259,17 +264,22 @@ Shader "Soullies/hit_point" CBUFFER_START(UnityPerMaterial) half4 _ImageColor; - half _cube_width; - half _cube_softness; - half _cube_radius; - half _ring_width; - half _ring_softness; - half _ring_radius; - half _gapsize; - half _gap_softness; - half _ring_rotation; - half _ring_rotation_angle; + half _point2_radius; + half _point2_softness; + half _point2_width; + half _Ring_Opacity; half _count; + half _ring_rotation_angle; + half _ring_rotation; + half _gap_softness; + half _gapsize; + half _ring_radius; + half _ring_softness; + half _ring_width; + half _point_radius; + half _point_softness; + half _point_width; + half _point2_Opacity; half _Opacity; #ifdef ASE_TESSELLATION float _TessPhongStrength; @@ -449,19 +459,20 @@ Shader "Soullies/hit_point" half4 temp_output_2_0_g2 = ( input.ase_color * _ImageColor ); - half2 break104 = ( input.ase_texcoord2.xy - half2( 0.5,0.5 ) ); - half smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) )); half2 temp_output_34_0_g1 = ( input.ase_texcoord2.xy - float2( 0.5,0.5 ) ); half2 break39_g1 = temp_output_34_0_g1; half2 appendResult50_g1 = (half2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 ))); half2 break53_g1 = appendResult50_g1; - half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) )); + half temp_output_105_55 = break53_g1.x; + half smoothstepResult130 = smoothstep( _point_width , ( _point_width + _point_softness ) , abs( ( temp_output_105_55 - _point_radius ) )); + half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( temp_output_105_55 - _ring_radius ) )); half smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + frac( ( ( _TimeParameters.x * ( _ring_rotation * 0.1 ) ) + ( _ring_rotation_angle * 0.002777778 ) ) ) ) * _count ) )); + half smoothstepResult173 = smoothstep( _point2_width , ( _point2_width + _point2_softness ) , abs( ( temp_output_105_55 - _point2_radius ) )); float3 BakedAlbedo = 0; float3 BakedEmission = 0; float3 Color = (temp_output_2_0_g2).rgb; - float Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity ) ); + float Alpha = ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity ); float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; @@ -571,7 +582,6 @@ Shader "Soullies/hit_point" { float4 positionOS : POSITION; half3 normalOS : NORMAL; - half4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -579,7 +589,6 @@ Shader "Soullies/hit_point" struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; - float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO @@ -587,17 +596,22 @@ Shader "Soullies/hit_point" CBUFFER_START(UnityPerMaterial) half4 _ImageColor; - half _cube_width; - half _cube_softness; - half _cube_radius; - half _ring_width; - half _ring_softness; - half _ring_radius; - half _gapsize; - half _gap_softness; - half _ring_rotation; - half _ring_rotation_angle; + half _point2_radius; + half _point2_softness; + half _point2_width; + half _Ring_Opacity; half _count; + half _ring_rotation_angle; + half _ring_rotation; + half _gap_softness; + half _gapsize; + half _ring_radius; + half _ring_softness; + half _ring_width; + half _point_radius; + half _point_softness; + half _point_width; + half _point2_Opacity; half _Opacity; #ifdef ASE_TESSELLATION float _TessPhongStrength; @@ -619,7 +633,6 @@ Shader "Soullies/hit_point" UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - output.ase_color = input.ase_color; output.ase_texcoord.xy = input.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings @@ -650,7 +663,6 @@ Shader "Soullies/hit_point" { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; - half4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID @@ -669,7 +681,6 @@ Shader "Soullies/hit_point" UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; - output.ase_color = input.ase_color; output.ase_texcoord = input.ase_texcoord; return output; } @@ -709,7 +720,6 @@ Shader "Soullies/hit_point" Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; - output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; @@ -741,18 +751,18 @@ Shader "Soullies/hit_point" float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; float4 ScreenPos = ComputeScreenPos( ClipPos ); - half4 temp_output_2_0_g2 = ( input.ase_color * _ImageColor ); - half2 break104 = ( input.ase_texcoord.xy - half2( 0.5,0.5 ) ); - half smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) )); half2 temp_output_34_0_g1 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) ); half2 break39_g1 = temp_output_34_0_g1; half2 appendResult50_g1 = (half2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 ))); half2 break53_g1 = appendResult50_g1; - half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) )); + half temp_output_105_55 = break53_g1.x; + half smoothstepResult130 = smoothstep( _point_width , ( _point_width + _point_softness ) , abs( ( temp_output_105_55 - _point_radius ) )); + half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( temp_output_105_55 - _ring_radius ) )); half smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + frac( ( ( _TimeParameters.x * ( _ring_rotation * 0.1 ) ) + ( _ring_rotation_angle * 0.002777778 ) ) ) ) * _count ) )); + half smoothstepResult173 = smoothstep( _point2_width , ( _point2_width + _point2_softness ) , abs( ( temp_output_105_55 - _point2_radius ) )); - float Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity ) ); + float Alpha = ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity ); float AlphaClipThreshold = 0.5; #if defined( ASE_DEPTH_WRITE_ON ) @@ -820,7 +830,6 @@ Shader "Soullies/hit_point" { float4 positionOS : POSITION; half3 normalOS : NORMAL; - half4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -828,7 +837,6 @@ Shader "Soullies/hit_point" struct PackedVaryings { float4 positionCS : SV_POSITION; - float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO @@ -836,17 +844,22 @@ Shader "Soullies/hit_point" CBUFFER_START(UnityPerMaterial) half4 _ImageColor; - half _cube_width; - half _cube_softness; - half _cube_radius; - half _ring_width; - half _ring_softness; - half _ring_radius; - half _gapsize; - half _gap_softness; - half _ring_rotation; - half _ring_rotation_angle; + half _point2_radius; + half _point2_softness; + half _point2_width; + half _Ring_Opacity; half _count; + half _ring_rotation_angle; + half _ring_rotation; + half _gap_softness; + half _gapsize; + half _ring_radius; + half _ring_softness; + half _ring_width; + half _point_radius; + half _point_softness; + half _point_width; + half _point2_Opacity; half _Opacity; #ifdef ASE_TESSELLATION float _TessPhongStrength; @@ -879,7 +892,6 @@ Shader "Soullies/hit_point" UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - output.ase_color = input.ase_color; output.ase_texcoord.xy = input.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings @@ -910,7 +922,6 @@ Shader "Soullies/hit_point" { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; - half4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID @@ -929,7 +940,6 @@ Shader "Soullies/hit_point" UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; - output.ase_color = input.ase_color; output.ase_texcoord = input.ase_texcoord; return output; } @@ -969,7 +979,6 @@ Shader "Soullies/hit_point" Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; - output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; @@ -992,18 +1001,18 @@ Shader "Soullies/hit_point" { SurfaceDescription surfaceDescription = (SurfaceDescription)0; - half4 temp_output_2_0_g2 = ( input.ase_color * _ImageColor ); - half2 break104 = ( input.ase_texcoord.xy - half2( 0.5,0.5 ) ); - half smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) )); half2 temp_output_34_0_g1 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) ); half2 break39_g1 = temp_output_34_0_g1; half2 appendResult50_g1 = (half2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 ))); half2 break53_g1 = appendResult50_g1; - half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) )); + half temp_output_105_55 = break53_g1.x; + half smoothstepResult130 = smoothstep( _point_width , ( _point_width + _point_softness ) , abs( ( temp_output_105_55 - _point_radius ) )); + half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( temp_output_105_55 - _ring_radius ) )); half smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + frac( ( ( _TimeParameters.x * ( _ring_rotation * 0.1 ) ) + ( _ring_rotation_angle * 0.002777778 ) ) ) ) * _count ) )); + half smoothstepResult173 = smoothstep( _point2_width , ( _point2_width + _point2_softness ) , abs( ( temp_output_105_55 - _point2_radius ) )); - surfaceDescription.Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity ) ); + surfaceDescription.Alpha = ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity ); surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON @@ -1068,7 +1077,6 @@ Shader "Soullies/hit_point" { float4 positionOS : POSITION; half3 normalOS : NORMAL; - half4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -1076,7 +1084,6 @@ Shader "Soullies/hit_point" struct PackedVaryings { float4 positionCS : SV_POSITION; - float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO @@ -1084,17 +1091,22 @@ Shader "Soullies/hit_point" CBUFFER_START(UnityPerMaterial) half4 _ImageColor; - half _cube_width; - half _cube_softness; - half _cube_radius; - half _ring_width; - half _ring_softness; - half _ring_radius; - half _gapsize; - half _gap_softness; - half _ring_rotation; - half _ring_rotation_angle; + half _point2_radius; + half _point2_softness; + half _point2_width; + half _Ring_Opacity; half _count; + half _ring_rotation_angle; + half _ring_rotation; + half _gap_softness; + half _gapsize; + half _ring_radius; + half _ring_softness; + half _ring_width; + half _point_radius; + half _point_softness; + half _point_width; + half _point2_Opacity; half _Opacity; #ifdef ASE_TESSELLATION float _TessPhongStrength; @@ -1126,7 +1138,6 @@ Shader "Soullies/hit_point" UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - output.ase_color = input.ase_color; output.ase_texcoord.xy = input.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings @@ -1157,7 +1168,6 @@ Shader "Soullies/hit_point" { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; - half4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID @@ -1176,7 +1186,6 @@ Shader "Soullies/hit_point" UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; - output.ase_color = input.ase_color; output.ase_texcoord = input.ase_texcoord; return output; } @@ -1216,7 +1225,6 @@ Shader "Soullies/hit_point" Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; - output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; @@ -1239,18 +1247,18 @@ Shader "Soullies/hit_point" { SurfaceDescription surfaceDescription = (SurfaceDescription)0; - half4 temp_output_2_0_g2 = ( input.ase_color * _ImageColor ); - half2 break104 = ( input.ase_texcoord.xy - half2( 0.5,0.5 ) ); - half smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) )); half2 temp_output_34_0_g1 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) ); half2 break39_g1 = temp_output_34_0_g1; half2 appendResult50_g1 = (half2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 ))); half2 break53_g1 = appendResult50_g1; - half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) )); + half temp_output_105_55 = break53_g1.x; + half smoothstepResult130 = smoothstep( _point_width , ( _point_width + _point_softness ) , abs( ( temp_output_105_55 - _point_radius ) )); + half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( temp_output_105_55 - _ring_radius ) )); half smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + frac( ( ( _TimeParameters.x * ( _ring_rotation * 0.1 ) ) + ( _ring_rotation_angle * 0.002777778 ) ) ) ) * _count ) )); + half smoothstepResult173 = smoothstep( _point2_width , ( _point2_width + _point2_softness ) , abs( ( temp_output_105_55 - _point2_radius ) )); - surfaceDescription.Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity ) ); + surfaceDescription.Alpha = ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity ); surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON @@ -1331,7 +1339,6 @@ Shader "Soullies/hit_point" { float4 positionOS : POSITION; half3 normalOS : NORMAL; - half4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -1340,7 +1347,6 @@ Shader "Soullies/hit_point" { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; half3 normalWS : TEXCOORD0; - float4 ase_color : COLOR; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO @@ -1348,17 +1354,22 @@ Shader "Soullies/hit_point" CBUFFER_START(UnityPerMaterial) half4 _ImageColor; - half _cube_width; - half _cube_softness; - half _cube_radius; - half _ring_width; - half _ring_softness; - half _ring_radius; - half _gapsize; - half _gap_softness; - half _ring_rotation; - half _ring_rotation_angle; + half _point2_radius; + half _point2_softness; + half _point2_width; + half _Ring_Opacity; half _count; + half _ring_rotation_angle; + half _ring_rotation; + half _gap_softness; + half _gapsize; + half _ring_radius; + half _ring_softness; + half _ring_width; + half _point_radius; + half _point_softness; + half _point_width; + half _point2_Opacity; half _Opacity; #ifdef ASE_TESSELLATION float _TessPhongStrength; @@ -1388,7 +1399,6 @@ Shader "Soullies/hit_point" UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - output.ase_color = input.ase_color; output.ase_texcoord1.xy = input.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings @@ -1422,7 +1432,6 @@ Shader "Soullies/hit_point" { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; - half4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID @@ -1441,7 +1450,6 @@ Shader "Soullies/hit_point" UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; - output.ase_color = input.ase_color; output.ase_texcoord = input.ase_texcoord; return output; } @@ -1481,7 +1489,6 @@ Shader "Soullies/hit_point" Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; - output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; @@ -1518,18 +1525,18 @@ Shader "Soullies/hit_point" float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; float4 ScreenPos = ComputeScreenPos( ClipPos ); - half4 temp_output_2_0_g2 = ( input.ase_color * _ImageColor ); - half2 break104 = ( input.ase_texcoord1.xy - half2( 0.5,0.5 ) ); - half smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) )); half2 temp_output_34_0_g1 = ( input.ase_texcoord1.xy - float2( 0.5,0.5 ) ); half2 break39_g1 = temp_output_34_0_g1; half2 appendResult50_g1 = (half2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 ))); half2 break53_g1 = appendResult50_g1; - half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) )); + half temp_output_105_55 = break53_g1.x; + half smoothstepResult130 = smoothstep( _point_width , ( _point_width + _point_softness ) , abs( ( temp_output_105_55 - _point_radius ) )); + half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( temp_output_105_55 - _ring_radius ) )); half smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + frac( ( ( _TimeParameters.x * ( _ring_rotation * 0.1 ) ) + ( _ring_rotation_angle * 0.002777778 ) ) ) ) * _count ) )); + half smoothstepResult173 = smoothstep( _point2_width , ( _point2_width + _point2_softness ) , abs( ( temp_output_105_55 - _point2_radius ) )); - float Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity ) ); + float Alpha = ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity ); float AlphaClipThreshold = 0.5; #if defined( ASE_DEPTH_WRITE_ON ) @@ -1671,17 +1678,22 @@ Shader "Soullies/hit_point" CBUFFER_START(UnityPerMaterial) half4 _ImageColor; - half _cube_width; - half _cube_softness; - half _cube_radius; - half _ring_width; - half _ring_softness; - half _ring_radius; - half _gapsize; - half _gap_softness; - half _ring_rotation; - half _ring_rotation_angle; + half _point2_radius; + half _point2_softness; + half _point2_width; + half _Ring_Opacity; half _count; + half _ring_rotation_angle; + half _ring_rotation; + half _gap_softness; + half _gapsize; + half _ring_radius; + half _ring_softness; + half _ring_width; + half _point_radius; + half _point_softness; + half _point_width; + half _point2_Opacity; half _Opacity; #ifdef ASE_TRANSMISSION float _TransmissionShadow; @@ -1858,18 +1870,19 @@ Shader "Soullies/hit_point" half4 temp_output_2_0_g2 = ( input.ase_color * _ImageColor ); - half2 break104 = ( input.ase_texcoord2.xy - half2( 0.5,0.5 ) ); - half smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) )); half2 temp_output_34_0_g1 = ( input.ase_texcoord2.xy - float2( 0.5,0.5 ) ); half2 break39_g1 = temp_output_34_0_g1; half2 appendResult50_g1 = (half2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 ))); half2 break53_g1 = appendResult50_g1; - half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) )); + half temp_output_105_55 = break53_g1.x; + half smoothstepResult130 = smoothstep( _point_width , ( _point_width + _point_softness ) , abs( ( temp_output_105_55 - _point_radius ) )); + half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( temp_output_105_55 - _ring_radius ) )); half smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + frac( ( ( _TimeParameters.x * ( _ring_rotation * 0.1 ) ) + ( _ring_rotation_angle * 0.002777778 ) ) ) ) * _count ) )); + half smoothstepResult173 = smoothstep( _point2_width , ( _point2_width + _point2_softness ) , abs( ( temp_output_105_55 - _point2_radius ) )); float3 Color = (temp_output_2_0_g2).rgb; - float Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity ) ); + float Alpha = ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity ); float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; @@ -1924,59 +1937,63 @@ Shader "Soullies/hit_point" /*ASEBEGIN Version=19904 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;162;-3824,1152;Inherit;False;Constant;_Float0;Float 0;13;0;Create;True;0;0;0;False;0;False;0.1;0;0;0;0;1;FLOAT;0 -Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;135;-3824,1056;Inherit;False;Property;_ring_rotation;ring_rotation;11;0;Create;True;0;0;0;False;0;False;0;-1;0;0;0;1;FLOAT;0 -Node;AmplifyShaderEditor.TexCoordVertexDataNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;52;-3328,464;Inherit;True;0;2;0;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;130;-1504,432;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 +Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;178;-1168,-128;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0 +Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;180;-1344,272;Inherit;False;Property;_point2_Opacity;point2_Opacity;8;0;Create;True;0;0;0;False;0;False;0.2509067;0;0;1;0;1;FLOAT;0 +Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;183;-1776,1616;Inherit;False;Property;_Ring_Opacity;Ring_Opacity;12;0;Create;True;0;0;0;False;0;False;0.2509067;0;0;1;0;1;FLOAT;0 +Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;88;-592,1424;Inherit;False;Property;_Opacity;Opacity;1;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;155;-528,1136;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;86;-976,1376;Inherit;False;Property;_ImageColor;ImageColor;0;1;[HDR];Create;True;0;0;0;False;0;False;1,1,1,1;2,2,2,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;82;-384,896;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 -Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;142;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify 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PublicKeyToken=null;143;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0 @@ -1989,35 +2006,33 @@ Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, 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-Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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-WireConnection;160;2;82;0 -WireConnection;159;0;160;6 -WireConnection;159;1;153;0 WireConnection;141;2;160;0 -WireConnection;141;3;159;0 +WireConnection;141;3;153;0 ASEEND*/ -//CHKSM=90EA8C023062947A057C48618E0E42E4E5B6664F \ No newline at end of file +//CHKSM=B2E6CEE132E28AA866E0228F95730F34FB08E267 \ No newline at end of file diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/M_Head_New_01.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/M_Head_New_01.mat index 7a4a989c..6824c73f 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/M_Head_New_01.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/M_Head_New_01.mat @@ -43,21 +43,29 @@ Material: - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveShadows: 1 + - _Ring_Opacity: 0.005 - _XRMotionVectorsPass: 1 - - _count: 16 - - _cube_radius: 0 + - _count: 3 + - _cube_radius: 0.088 - _cube_softness: 0 - - _cube_width: 0.1 - - _gap_softness: 0 - - _gapsize: 0.932 - - 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