hitpoint更新
This commit is contained in:
@@ -4,16 +4,21 @@ Shader "Soullies/hit_point"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[HDR] _ImageColor( "ImageColor", Color ) = ( 1, 1, 1, 1 )
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_Opacity( "Opacity", Float ) = 1
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[Header(cube)] _cube_radius( "cube_radius", Range( 0, 0.5 ) ) = 0.05854658
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_cube_width( "cube_width", Range( 0, 0.5 ) ) = 0.01032564
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_cube_softness( "cube_softness", Range( 0, 1 ) ) = 0
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[Header(cube)] _point_radius( "point_radius", Range( 0, 0.5 ) ) = 0.05854658
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_point_width( "point_width", Range( 0, 0.5 ) ) = 0.1765912
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_point_softness( "point_softness", Range( 0, 1 ) ) = 0
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[Header(cube)] _point2_radius( "point2_radius", Range( 0, 0.5 ) ) = 0
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_point2_width( "point2_width", Range( 0, 0.5 ) ) = 0.3497977
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_point2_softness( "point2_softness", Range( 0, 1 ) ) = 0
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_point2_Opacity( "point2_Opacity", Range( 0, 1 ) ) = 0.2509067
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[Header(ring)] _ring_radius( "ring_radius", Range( 0, 1 ) ) = 0.5802088
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_ring_width( "ring_width", Range( 0, 0.5 ) ) = 0.05130975
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_ring_softness( "ring_softness", Range( 0, 1 ) ) = 0
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_Ring_Opacity( "Ring_Opacity", Range( 0, 1 ) ) = 0.2509067
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_gapsize( "gap size", Range( 0, 1 ) ) = 0.8467217
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_gap_softness( "gap_softness", Range( 0, 1 ) ) = 0
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_count( "count", Float ) = 8
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@@ -259,17 +264,22 @@ Shader "Soullies/hit_point"
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CBUFFER_START(UnityPerMaterial)
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half4 _ImageColor;
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half _cube_width;
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half _cube_softness;
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half _cube_radius;
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half _ring_width;
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half _ring_softness;
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half _ring_radius;
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half _gapsize;
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half _gap_softness;
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half _ring_rotation;
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half _ring_rotation_angle;
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half _point2_radius;
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half _point2_softness;
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half _point2_width;
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half _Ring_Opacity;
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half _count;
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half _ring_rotation_angle;
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half _ring_rotation;
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half _gap_softness;
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half _gapsize;
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half _ring_radius;
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half _ring_softness;
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half _ring_width;
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half _point_radius;
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half _point_softness;
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half _point_width;
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half _point2_Opacity;
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half _Opacity;
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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@@ -449,19 +459,20 @@ Shader "Soullies/hit_point"
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half4 temp_output_2_0_g2 = ( input.ase_color * _ImageColor );
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half2 break104 = ( input.ase_texcoord2.xy - half2( 0.5,0.5 ) );
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half smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
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half2 temp_output_34_0_g1 = ( input.ase_texcoord2.xy - float2( 0.5,0.5 ) );
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half2 break39_g1 = temp_output_34_0_g1;
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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 )));
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half2 break53_g1 = appendResult50_g1;
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half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
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half temp_output_105_55 = break53_g1.x;
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half smoothstepResult130 = smoothstep( _point_width , ( _point_width + _point_softness ) , abs( ( temp_output_105_55 - _point_radius ) ));
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half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( temp_output_105_55 - _ring_radius ) ));
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half smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + frac( ( ( _TimeParameters.x * ( _ring_rotation * 0.1 ) ) + ( _ring_rotation_angle * 0.002777778 ) ) ) ) * _count ) ));
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half smoothstepResult173 = smoothstep( _point2_width , ( _point2_width + _point2_softness ) , abs( ( temp_output_105_55 - _point2_radius ) ));
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float3 BakedAlbedo = 0;
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float3 BakedEmission = 0;
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float3 Color = (temp_output_2_0_g2).rgb;
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float Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity ) );
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float Alpha = ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity );
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float AlphaClipThreshold = 0.5;
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float AlphaClipThresholdShadow = 0.5;
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@@ -571,7 +582,6 @@ Shader "Soullies/hit_point"
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{
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float4 positionOS : POSITION;
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half3 normalOS : NORMAL;
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half4 ase_color : COLOR;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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@@ -579,7 +589,6 @@ Shader "Soullies/hit_point"
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struct PackedVaryings
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{
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ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
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float4 ase_color : COLOR;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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@@ -587,17 +596,22 @@ Shader "Soullies/hit_point"
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CBUFFER_START(UnityPerMaterial)
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half4 _ImageColor;
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half _cube_width;
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half _cube_softness;
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half _cube_radius;
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half _ring_width;
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half _ring_softness;
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half _ring_radius;
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half _gapsize;
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half _gap_softness;
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half _ring_rotation;
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half _ring_rotation_angle;
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half _point2_radius;
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half _point2_softness;
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half _point2_width;
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half _Ring_Opacity;
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half _count;
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half _ring_rotation_angle;
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half _ring_rotation;
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half _gap_softness;
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half _gapsize;
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half _ring_radius;
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half _ring_softness;
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half _ring_width;
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half _point_radius;
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half _point_softness;
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half _point_width;
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half _point2_Opacity;
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half _Opacity;
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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@@ -619,7 +633,6 @@ Shader "Soullies/hit_point"
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.ase_color = input.ase_color;
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output.ase_texcoord.xy = input.ase_texcoord.xy;
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//setting value to unused interpolator channels and avoid initialization warnings
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@@ -650,7 +663,6 @@ Shader "Soullies/hit_point"
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{
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float4 positionOS : INTERNALTESSPOS;
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half3 normalOS : NORMAL;
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half4 ase_color : COLOR;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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@@ -669,7 +681,6 @@ Shader "Soullies/hit_point"
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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output.positionOS = input.positionOS;
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output.normalOS = input.normalOS;
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output.ase_color = input.ase_color;
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output.ase_texcoord = input.ase_texcoord;
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return output;
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}
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@@ -709,7 +720,6 @@ Shader "Soullies/hit_point"
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Attributes output = (Attributes) 0;
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output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
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output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
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output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
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output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
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#if defined(ASE_PHONG_TESSELLATION)
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float3 pp[3];
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@@ -741,18 +751,18 @@ Shader "Soullies/hit_point"
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float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
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float4 ScreenPos = ComputeScreenPos( ClipPos );
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half4 temp_output_2_0_g2 = ( input.ase_color * _ImageColor );
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half2 break104 = ( input.ase_texcoord.xy - half2( 0.5,0.5 ) );
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half smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
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half2 temp_output_34_0_g1 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) );
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half2 break39_g1 = temp_output_34_0_g1;
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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 )));
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half2 break53_g1 = appendResult50_g1;
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half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
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half temp_output_105_55 = break53_g1.x;
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half smoothstepResult130 = smoothstep( _point_width , ( _point_width + _point_softness ) , abs( ( temp_output_105_55 - _point_radius ) ));
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half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( temp_output_105_55 - _ring_radius ) ));
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half smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + frac( ( ( _TimeParameters.x * ( _ring_rotation * 0.1 ) ) + ( _ring_rotation_angle * 0.002777778 ) ) ) ) * _count ) ));
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half smoothstepResult173 = smoothstep( _point2_width , ( _point2_width + _point2_softness ) , abs( ( temp_output_105_55 - _point2_radius ) ));
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float Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity ) );
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float Alpha = ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity );
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float AlphaClipThreshold = 0.5;
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#if defined( ASE_DEPTH_WRITE_ON )
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@@ -820,7 +830,6 @@ Shader "Soullies/hit_point"
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{
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float4 positionOS : POSITION;
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half3 normalOS : NORMAL;
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half4 ase_color : COLOR;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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@@ -828,7 +837,6 @@ Shader "Soullies/hit_point"
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struct PackedVaryings
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{
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float4 positionCS : SV_POSITION;
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float4 ase_color : COLOR;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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@@ -836,17 +844,22 @@ Shader "Soullies/hit_point"
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CBUFFER_START(UnityPerMaterial)
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half4 _ImageColor;
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half _cube_width;
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half _cube_softness;
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half _cube_radius;
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half _ring_width;
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half _ring_softness;
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half _ring_radius;
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half _gapsize;
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half _gap_softness;
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half _ring_rotation;
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half _ring_rotation_angle;
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half _point2_radius;
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half _point2_softness;
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half _point2_width;
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half _Ring_Opacity;
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half _count;
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half _ring_rotation_angle;
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half _ring_rotation;
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half _gap_softness;
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half _gapsize;
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half _ring_radius;
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half _ring_softness;
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half _ring_width;
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half _point_radius;
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half _point_softness;
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half _point_width;
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half _point2_Opacity;
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half _Opacity;
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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@@ -879,7 +892,6 @@ Shader "Soullies/hit_point"
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.ase_color = input.ase_color;
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output.ase_texcoord.xy = input.ase_texcoord.xy;
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//setting value to unused interpolator channels and avoid initialization warnings
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@@ -910,7 +922,6 @@ Shader "Soullies/hit_point"
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{
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float4 positionOS : INTERNALTESSPOS;
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half3 normalOS : NORMAL;
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half4 ase_color : COLOR;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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@@ -929,7 +940,6 @@ Shader "Soullies/hit_point"
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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output.positionOS = input.positionOS;
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output.normalOS = input.normalOS;
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output.ase_color = input.ase_color;
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output.ase_texcoord = input.ase_texcoord;
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return output;
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}
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@@ -969,7 +979,6 @@ Shader "Soullies/hit_point"
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Attributes output = (Attributes) 0;
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output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
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output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
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output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
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output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
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#if defined(ASE_PHONG_TESSELLATION)
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float3 pp[3];
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@@ -992,18 +1001,18 @@ Shader "Soullies/hit_point"
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{
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SurfaceDescription surfaceDescription = (SurfaceDescription)0;
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half4 temp_output_2_0_g2 = ( input.ase_color * _ImageColor );
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half2 break104 = ( input.ase_texcoord.xy - half2( 0.5,0.5 ) );
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half smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
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half2 temp_output_34_0_g1 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) );
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half2 break39_g1 = temp_output_34_0_g1;
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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 )));
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half2 break53_g1 = appendResult50_g1;
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half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
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half temp_output_105_55 = break53_g1.x;
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half smoothstepResult130 = smoothstep( _point_width , ( _point_width + _point_softness ) , abs( ( temp_output_105_55 - _point_radius ) ));
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half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( temp_output_105_55 - _ring_radius ) ));
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half smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + frac( ( ( _TimeParameters.x * ( _ring_rotation * 0.1 ) ) + ( _ring_rotation_angle * 0.002777778 ) ) ) ) * _count ) ));
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half smoothstepResult173 = smoothstep( _point2_width , ( _point2_width + _point2_softness ) , abs( ( temp_output_105_55 - _point2_radius ) ));
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surfaceDescription.Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity ) );
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surfaceDescription.Alpha = ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity );
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surfaceDescription.AlphaClipThreshold = 0.5;
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#if _ALPHATEST_ON
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@@ -1068,7 +1077,6 @@ Shader "Soullies/hit_point"
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{
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float4 positionOS : POSITION;
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half3 normalOS : NORMAL;
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half4 ase_color : COLOR;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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@@ -1076,7 +1084,6 @@ Shader "Soullies/hit_point"
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struct PackedVaryings
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{
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float4 positionCS : SV_POSITION;
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float4 ase_color : COLOR;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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@@ -1084,17 +1091,22 @@ Shader "Soullies/hit_point"
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CBUFFER_START(UnityPerMaterial)
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half4 _ImageColor;
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half _cube_width;
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half _cube_softness;
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half _cube_radius;
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half _ring_width;
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half _ring_softness;
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half _ring_radius;
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half _gapsize;
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half _gap_softness;
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half _ring_rotation;
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half _ring_rotation_angle;
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half _point2_radius;
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half _point2_softness;
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half _point2_width;
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half _Ring_Opacity;
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half _count;
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half _ring_rotation_angle;
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half _ring_rotation;
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half _gap_softness;
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half _gapsize;
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half _ring_radius;
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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
|
||||
Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;50;-3328,688;Inherit;False;Constant;_Vector2;Vector 0;0;0;Create;True;0;0;0;False;0;False;0.5,0.5;0,0;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;135;-3824,1056;Inherit;False;Property;_ring_rotation;ring_rotation;16;0;Create;True;0;0;0;False;0;False;0;-1;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleTimeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;134;-3808,864;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;161;-3536,1056;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;157;-3472,1280;Inherit;False;Property;_ring_rotation_angle;ring_rotation_angle;17;0;Create;True;0;0;0;False;0;False;0;-1;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;164;-3392,1440;Inherit;False;Constant;_Float1;Float 1;13;0;Create;True;0;0;0;False;0;False;0.002777778;0;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;157;-3472,1280;Inherit;False;Property;_ring_rotation_angle;ring_rotation_angle;12;0;Create;True;0;0;0;False;0;False;0;-1;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;51;-3088,576;Inherit;True;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;136;-3232,1072;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;163;-3168,1360;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.BreakToComponentsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;104;-2768,608;Inherit;True;FLOAT2;1;0;FLOAT2;0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;169;-2944,1376;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.AbsOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;60;-2464,608;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.AbsOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;67;-2464,704;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;105;-2960,864;Inherit;True;Polar Coordinates;-1;;1;7dab8e02884cf104ebefaa2e788e4162;0;4;1;FLOAT2;0,0;False;2;FLOAT2;0.5,0.5;False;3;FLOAT;1;False;4;FLOAT;1;False;3;FLOAT2;0;FLOAT;55;FLOAT;56
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;107;-2896,1152;Inherit;False;Property;_ring_radius;ring_radius;5;1;[Header];Create;True;1;ring;0;0;False;0;False;0.5802088;0.5;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;107;-2896,1152;Inherit;False;Property;_ring_radius;ring_radius;9;1;[Header];Create;True;1;ring;0;0;False;0;False;0.5802088;0.5;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.FractNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;167;-2784,1392;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;174;-2272,128;Inherit;False;Property;_point2_radius;point2_radius;5;1;[Header];Create;True;1;cube;0;0;False;0;False;0;0.033;0;0.5;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;105;-2960,864;Inherit;True;Polar Coordinates;-1;;1;7dab8e02884cf104ebefaa2e788e4162;0;4;1;FLOAT2;0,0;False;2;FLOAT2;0.5,0.5;False;3;FLOAT;1;False;4;FLOAT;1;False;3;FLOAT2;0;FLOAT;55;FLOAT;56
|
||||
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;110;-2480,928;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;112;-2480,1264;Inherit;False;Property;_ring_softness;ring_softness;7;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;112;-2480,1264;Inherit;False;Property;_ring_softness;ring_softness;11;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;137;-2624,1344;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;61;-2272,576;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;133;-2048,672;Inherit;False;Property;_cube_radius;cube_radius;2;1;[Header];Create;True;1;cube;0;0;False;0;False;0.05854658;0.033;0;0.5;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;114;-2800,1568;Inherit;False;Property;_count;count;10;0;Create;True;0;0;0;False;0;False;8;8;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;114;-2800,1568;Inherit;False;Property;_count;count;15;0;Create;True;0;0;0;False;0;False;8;8;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;171;-1952,-160;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;176;-1936,256;Inherit;False;Property;_point2_softness;point2_softness;7;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;133;-2336,688;Inherit;False;Property;_point_radius;point_radius;2;1;[Header];Create;True;1;cube;0;0;False;0;False;0.05854658;0.033;0;0.5;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;111;-2112,1200;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.AbsOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;108;-2240,928;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;117;-2400,1376;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;116;-2432,1712;Inherit;False;Property;_gap_softness;gap_softness;9;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;109;-2464,1168;Inherit;False;Property;_ring_width;ring_width;6;0;Create;True;0;0;0;False;0;False;0.05130975;0.01;0;0.5;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;126;-1872,400;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;131;-1936,848;Inherit;False;Property;_cube_softness;cube_softness;4;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;116;-2432,1712;Inherit;False;Property;_gap_softness;gap_softness;14;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;109;-2464,1168;Inherit;False;Property;_ring_width;ring_width;10;0;Create;True;0;0;0;False;0;False;0.05130975;0.01;0;0.5;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;126;-2016,400;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.AbsOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;172;-1712,-160;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;177;-1568,176;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;175;-1904,128;Inherit;False;Property;_point2_width;point2_width;6;0;Create;True;0;0;0;False;0;False;0.3497977;0.05;0;0.5;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;131;-2000,816;Inherit;False;Property;_point_softness;point_softness;4;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;121;-2080,1632;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;106;-1968,960;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.FractNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;119;-2160,1424;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;115;-2448,1616;Inherit;False;Property;_gapsize;gap size;8;0;Create;True;0;0;0;False;0;False;0.8467217;0.5;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.AbsOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;127;-1632,400;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;128;-1456,752;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;132;-1760,656;Inherit;False;Property;_cube_width;cube_width;3;0;Create;True;0;0;0;False;0;False;0.01032564;0.05;0;0.5;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;115;-2448,1616;Inherit;False;Property;_gapsize;gap size;13;0;Create;True;0;0;0;False;0;False;0.8467217;0.5;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.AbsOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;127;-1776,400;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;132;-1968,688;Inherit;False;Property;_point_width;point_width;3;0;Create;True;0;0;0;False;0;False;0.1765912;0.05;0;0.5;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;128;-1632,736;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;173;-1440,-128;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;113;-1696,976;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;130;-1360,432;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;120;-1776,1344;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;122;-1408,1136;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;129;-1072,400;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SmoothstepOpNode, 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, PublicKeyToken=null;122;-1408,1136;Inherit;True;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;129;-1232,432;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;182;-960,128;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;124;-1104,1168;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;158;-1037.359,675.321;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;125;-848,864;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;170;-800,208;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;125;-832,864;Inherit;True;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;81;-880,1168;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
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.RangedFloatNode, 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, PublicKeyToken=null;153;-336,1200;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;160;-160,896;Inherit;False;Alpha Split;-1;;2;07dab7960105b86429ac8eebd729ed6d;0;1;2;COLOR;0,0,0,0;False;2;FLOAT3;0;FLOAT;6
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;159;-32,1088;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;153;-288,1200;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;140;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;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;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;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;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;;0;0;Standard;0;False;0
|
||||
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 Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;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;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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, Versi
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;150;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;MotionVectors;0;10;MotionVectors;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;False;False;False;False;True;True;True;False;False;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=MotionVectors;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;151;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;XRMotionVectors;0;11;XRMotionVectors;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;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;True;1;False;;255;False;;1;False;;7;False;;3;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;1;LightMode=XRMotionVectors;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;152;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;GBuffer;0;12;GBuffer;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;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;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;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalGBuffer;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;141;128,896;Half;False;True;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;Soullies/hit_point;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;9;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=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;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;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForwardOnly;False;False;0;;0;0;Standard;30;Surface;1;639170540006787254; Keep Alpha;0;0; Blend;0;639175245562403086;Two Sided;1;0;Alpha Clipping;0;639175244804271404; Use Shadow Threshold;0;0;Forward Only;0;0;Cast Shadows;0;639175245696260097;Receive Shadows;0;639175245701538948;Receive SSAO;0;639175245706932116;Motion Vectors;0;639175245711255580; Add Precomputed Velocity;0;0; XR Motion Vectors;0;0;GPU Instancing;1;0;LOD CrossFade;0;639175245745573570;Built-in Fog;0;639175245735451513;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Write Depth;0;0; Early Z;0;0;Vertex Position;1;0;0;13;False;True;False;True;False;False;True;True;True;False;False;False;True;False;;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;141;192,896;Half;False;True;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;Soullies/hit_point;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;9;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=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;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;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForwardOnly;False;False;0;;0;0;Standard;30;Surface;1;639170540006787254; Keep Alpha;0;0; Blend;0;639175245562403086;Two Sided;1;0;Alpha Clipping;0;639175244804271404; Use Shadow Threshold;0;0;Forward Only;0;0;Cast Shadows;0;639175245696260097;Receive Shadows;0;639175245701538948;Receive SSAO;0;639175245706932116;Motion Vectors;0;639175245711255580; Add Precomputed Velocity;0;0; XR Motion Vectors;0;0;GPU Instancing;1;0;LOD CrossFade;0;639175245745573570;Built-in Fog;0;639175245735451513;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Write Depth;0;0; Early Z;0;0;Vertex Position;1;0;0;13;False;True;False;True;False;False;True;True;True;False;False;False;True;False;;False;0
|
||||
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;165;-3536,1504;Inherit;False;430;114;这里的值是1/360,使得cpu那边传360是一圈;0;;1,1,1,1;0;0
|
||||
WireConnection;161;0;135;0
|
||||
WireConnection;161;1;162;0
|
||||
WireConnection;51;0;52;0
|
||||
WireConnection;51;1;50;0
|
||||
WireConnection;136;0;134;0
|
||||
WireConnection;136;1;161;0
|
||||
WireConnection;163;0;157;0
|
||||
WireConnection;163;1;164;0
|
||||
WireConnection;104;0;51;0
|
||||
WireConnection;169;0;136;0
|
||||
WireConnection;169;1;163;0
|
||||
WireConnection;60;0;104;0
|
||||
WireConnection;67;0;104;1
|
||||
WireConnection;167;0;169;0
|
||||
WireConnection;110;0;105;55
|
||||
WireConnection;110;1;107;0
|
||||
WireConnection;137;0;105;56
|
||||
WireConnection;137;1;167;0
|
||||
WireConnection;61;0;60;0
|
||||
WireConnection;61;1;67;0
|
||||
WireConnection;171;0;105;55
|
||||
WireConnection;171;1;174;0
|
||||
WireConnection;111;0;109;0
|
||||
WireConnection;111;1;112;0
|
||||
WireConnection;108;0;110;0
|
||||
WireConnection;117;0;137;0
|
||||
WireConnection;117;1;114;0
|
||||
WireConnection;126;0;61;0
|
||||
WireConnection;126;0;105;55
|
||||
WireConnection;126;1;133;0
|
||||
WireConnection;172;0;171;0
|
||||
WireConnection;177;0;175;0
|
||||
WireConnection;177;1;176;0
|
||||
WireConnection;121;0;115;0
|
||||
WireConnection;121;1;116;0
|
||||
WireConnection;106;0;108;0
|
||||
@@ -2027,29 +2042,36 @@ WireConnection;119;0;117;0
|
||||
WireConnection;127;0;126;0
|
||||
WireConnection;128;0;132;0
|
||||
WireConnection;128;1;131;0
|
||||
WireConnection;173;0;172;0
|
||||
WireConnection;173;1;175;0
|
||||
WireConnection;173;2;177;0
|
||||
WireConnection;113;0;106;0
|
||||
WireConnection;130;0;127;0
|
||||
WireConnection;130;1;132;0
|
||||
WireConnection;130;2;128;0
|
||||
WireConnection;120;0;119;0
|
||||
WireConnection;120;1;115;0
|
||||
WireConnection;120;2;121;0
|
||||
WireConnection;130;0;127;0
|
||||
WireConnection;130;1;132;0
|
||||
WireConnection;130;2;128;0
|
||||
WireConnection;178;0;173;0
|
||||
WireConnection;122;0;113;0
|
||||
WireConnection;122;1;120;0
|
||||
WireConnection;122;2;183;0
|
||||
WireConnection;129;0;130;0
|
||||
WireConnection;182;0;178;0
|
||||
WireConnection;182;1;180;0
|
||||
WireConnection;124;0;122;0
|
||||
WireConnection;158;0;129;0
|
||||
WireConnection;170;0;182;0
|
||||
WireConnection;125;0;158;0
|
||||
WireConnection;125;1;124;0
|
||||
WireConnection;125;2;170;0
|
||||
WireConnection;155;0;125;0
|
||||
WireConnection;82;0;81;0
|
||||
WireConnection;82;1;86;0
|
||||
WireConnection;160;2;82;0
|
||||
WireConnection;153;0;155;0
|
||||
WireConnection;153;1;88;0
|
||||
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
|
||||
//CHKSM=B2E6CEE132E28AA866E0228F95730F34FB08E267
|
||||
@@ -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
|
||||
- _ring_radius: 0.685
|
||||
- _ring_rotation: 0.3
|
||||
- _cube_width: 0.032
|
||||
- _gap_softness: 0.44
|
||||
- _gapsize: 0.454
|
||||
- _point2_Opacity: 0.01
|
||||
- _point2_radius: 0
|
||||
- _point2_softness: 0
|
||||
- _point2_width: 0.3
|
||||
- _point_radius: 0
|
||||
- _point_softness: 0
|
||||
- _point_width: 0.095
|
||||
- _ring_radius: 0.669
|
||||
- _ring_rotation: -1
|
||||
- _ring_rotation_angle: 0
|
||||
- _ring_softness: 0
|
||||
- _ring_width: 0.058
|
||||
- _ring_width: 0.033
|
||||
m_Colors:
|
||||
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _ImageColor: {r: 4.9245777, g: 4.9245777, b: 4.9245777, a: 1}
|
||||
- _ImageColor: {r: 8.47419, g: 8.47419, b: 8.47419, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
m_AllowLocking: 1
|
||||
--- !u!114 &2669937578497038573
|
||||
|
||||
Reference in New Issue
Block a user