hitpoint更新

This commit is contained in:
kivss
2026-07-06 09:31:27 +08:00
parent 6e1ce6f6f7
commit 150f157725
2 changed files with 201 additions and 171 deletions

View File

@@ -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
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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

View File

@@ -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