一些特效
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57
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57
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using System.Collections;
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using System.Collections.Generic;
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using DG.Tweening;
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using Ichni.Editor;
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using Ichni.RhythmGame.Beatmap;
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using Lean.Pool;
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using UnityEngine;
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namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
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||||
{
|
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public class DTMRippleEffect : EffectBase
|
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{
|
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private SpriteRenderer ripple;
|
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public bool isCircle;
|
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public float rippleTime;
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public Vector3 positionOffset;
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public Vector3 eulerAnglesOffset;
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public Vector3 scale;
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public Color emissionColor;
|
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public float emissionIntensity;
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public DTMRippleEffect(bool isCircle, float rippleTime, Color emissionColor, float emissionIntensity)
|
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{
|
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this.effectTime = 0;
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this.isCircle = isCircle;
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this.rippleTime = rippleTime;
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this.positionOffset = Vector3.zero;
|
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this.eulerAnglesOffset = Vector3.zero;
|
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this.scale = Vector3.one;
|
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this.emissionColor = emissionColor;
|
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this.emissionIntensity = emissionIntensity;
|
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}
|
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|
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public DTMRippleEffect(bool isCircle, float rippleTime, Color emissionColor, float emissionIntensity,
|
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Vector3 positionOffset, Vector3 eulerAnglesOffset, Vector3 scale)
|
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{
|
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this.effectTime = 0;
|
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this.isCircle = isCircle;
|
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this.rippleTime = rippleTime;
|
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this.positionOffset = positionOffset;
|
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this.eulerAnglesOffset = eulerAnglesOffset;
|
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this.scale = scale;
|
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this.emissionColor = emissionColor;
|
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this.emissionIntensity = emissionIntensity;
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}
|
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public override void Adjust()
|
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{
|
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GameObject prefab = EditorManager.instance.customPrefabs["departure_to_multiverse"].GetPrefab("DTM_Ripple");
|
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ripple = LeanPool.Spawn(prefab, attachedGameElement.transform).GetComponentInChildren<SpriteRenderer>();
|
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ripple.transform.localPosition = positionOffset;
|
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ripple.transform.localEulerAngles = eulerAnglesOffset;
|
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ripple.transform.localScale = scale;
|
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ripple.transform.parent.transform.SetParent(null);
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if (isCircle)
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{
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ripple.material.EnableKeyword("_ISCIRCLE_ON");
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}
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else
|
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{
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ripple.material.DisableKeyword("_ISCIRCLE_ON");
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}
|
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ripple.material.SetFloat("_EdgeValue", 0f);
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ripple.material.SetFloat("_Width", 1f);
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ripple.material.SetFloat("_Opacity", 1f);
|
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ripple.material.SetColor("_ImageColor", emissionColor * Mathf.Pow(2, emissionIntensity));
|
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ripple.material.DOFloat(0.5f, "_EdgeValue", rippleTime).SetEase(Ease.OutQuart).Play();
|
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ripple.material.DOFloat(0f, "_Width", rippleTime).SetEase(Ease.OutQuart).Play();
|
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ripple.material.DOFloat(0f, "_Opacity", rippleTime).SetEase(Ease.Linear).Play();
|
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LeanPool.Despawn(ripple.transform.parent.gameObject, rippleTime);
|
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}
|
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|
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public override EffectBase_BM ConvertToBM()
|
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{
|
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return new Beatmap.DTMRippleEffect_BM(isCircle, rippleTime, emissionColor, emissionIntensity, positionOffset, eulerAnglesOffset, scale);
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}
|
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|
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public override void SetUpInspector()
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{
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IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
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var container = inspector.GenerateContainer("DTM Ripple Effect");
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var effectSettings1 = container.GenerateSubcontainer(3);
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var isCircleToggle = inspector.GenerateToggle(this, effectSettings1, "Is Circle", nameof(isCircle));
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var rippleTimeInputField = inspector.GenerateInputField(this, effectSettings1, "Ripple Time", nameof(rippleTime));
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var effectSettings2 = container.GenerateSubcontainer(1);
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var emissionColorPicker = inspector.GenerateEmissionColorPicker(this, effectSettings2, "Color", "NULL", nameof(emissionColor), nameof(emissionIntensity));
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var positionOffsetInputField = inspector.GenerateVector3InputField(this, effectSettings2, "Position Offset", nameof(positionOffset));
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var eulerAnglesInputField = inspector.GenerateVector3InputField(this, effectSettings2, "Euler Angles", nameof(eulerAnglesOffset));
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var scaleInputField = inspector.GenerateVector3InputField(this, effectSettings2, "Scale", nameof(scale));
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}
|
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|
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}
|
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|
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namespace Beatmap
|
||||
{
|
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public class DTMRippleEffect_BM : EffectBase_BM
|
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{
|
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public bool isCircle;
|
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public float rippleTime;
|
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public Vector3 positionOffset;
|
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public Vector3 eulerAngles;
|
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public Vector3 scale;
|
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public Color emissionColor = Color.white;
|
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public float emissionIntensity = 0;
|
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|
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public DTMRippleEffect_BM()
|
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{
|
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|
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}
|
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|
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public DTMRippleEffect_BM(bool isCircle, float rippleTime, Color emissionColor, float emissionIntensity, Vector3 positionOffset, Vector3 eulerAngles, Vector3 scale)
|
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{
|
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this.isCircle = isCircle;
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this.rippleTime = rippleTime;
|
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this.positionOffset = positionOffset;
|
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this.eulerAngles = eulerAngles;
|
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this.scale = scale;
|
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this.emissionColor = emissionColor;
|
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this.emissionIntensity = emissionIntensity;
|
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}
|
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|
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public override EffectBase ConvertToGameType(GameElement attachedGameElement)
|
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{
|
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return new DTMRippleEffect(isCircle, rippleTime, emissionColor, emissionIntensity, positionOffset, eulerAngles, scale)
|
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{
|
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attachedGameElement = attachedGameElement
|
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};
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}
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}
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}
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}
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8
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8
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195
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195
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@@ -0,0 +1,195 @@
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- _Cutoff: 0.5
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- _DeSaturateIntensity: 0
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- _ChromaticAberrationVector: {r: 1, g: 0, b: 0, a: 0}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _CustomScreenCenter: {r: 0.5, g: 0.5, b: 0, a: 0}
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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- _SpeedDistortVec2: {r: 0, g: 0, b: 0, a: 0}
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- _TextureOverlayAnim: {r: 0, g: 0, b: 0, a: 0}
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- _VignetteColor: {r: 0, g: 0, b: 0, a: 1}
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- _VignetteVec: {r: 1, g: 0, b: 0, a: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
public class PixelateFeature : ScriptableRendererFeature
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{
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[System.Serializable]
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public class Settings
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{
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public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
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[Tooltip("用于像素化的材质")]
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public Material pixelateMaterial = null;
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}
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public Settings settings = new Settings();
|
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private PixelatePass m_PixelatePass;
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|
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// 当Feature被创建或Inspector中的值被改变时调用
|
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public override void Create()
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{
|
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// 检查材质是否存在
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if (settings.pixelateMaterial != null)
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{
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m_PixelatePass = new PixelatePass(settings.pixelateMaterial);
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// 将Inspector中设置的事件赋值给Pass
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m_PixelatePass.renderPassEvent = settings.renderPassEvent;
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}
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else
|
||||
{
|
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// 如果材质为空,则不创建Pass,避免后续报错
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m_PixelatePass = null;
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}
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}
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|
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// 【核心修正】这个方法现在非常干净,只负责将创建好的Pass入队
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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if (m_PixelatePass == null)
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{
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// 如果Pass没有被成功创建(因为没材质),就直接返回
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return;
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}
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// 将我们的Pass添加到渲染队列中,URP会在正确的时间执行它
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renderer.EnqueuePass(m_PixelatePass);
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}
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}
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fileFormatVersion: 2
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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using UnityEngine;
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using UnityEngine.Rendering;
|
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using UnityEngine.Rendering.Universal;
|
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|
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public class PixelatePass : ScriptableRenderPass
|
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{
|
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private Material m_PixelateMaterial;
|
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|
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// 构造函数,接收材质
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public PixelatePass(Material pixelateMaterial)
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{
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this.m_PixelateMaterial = pixelateMaterial;
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}
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// 这个方法在每一帧渲染该Pass之前被调用
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
|
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// 1. 安全检查
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if (m_PixelateMaterial == null)
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{
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Debug.LogError("Pixelate Material not assigned to the pass.");
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return;
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}
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// 如果渲染的不是游戏主相机(例如Scene视图的相机),则直接返回,避免在编辑器里也显示效果
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if (renderingData.cameraData.cameraType != CameraType.Game)
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{
|
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return;
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}
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// 2. 获取命令缓冲区
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CommandBuffer cmd = CommandBufferPool.Get("PixelatePass");
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|
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// 3. 【核心修正】在Execute方法内部,安全地获取当前摄像机的渲染目标
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// URP 12+ 使用 renderingData.cameraData.renderer.cameraColorTargetHandle
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RTHandle source = renderingData.cameraData.renderer.cameraColorTargetHandle;
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|
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// 4. 执行Blit操作
|
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// 将源纹理(source)通过我们的材质处理后,再写回源纹理(source)
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Blit(cmd, source, source, m_PixelateMaterial, 0);
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|
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// 5. 执行并释放命令缓冲区
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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assetBundleName:
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File diff suppressed because it is too large
Load Diff
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fileFormatVersion: 2
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defaultTextures: []
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837
Assets/ThemeBundles/DepartureToMultiverse/Shders/Ripple.shader
Normal file
837
Assets/ThemeBundles/DepartureToMultiverse/Shders/Ripple.shader
Normal file
@@ -0,0 +1,837 @@
|
||||
// Made with Amplify Shader Editor v1.9.5.1
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Chapter0/Ripple"
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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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_EdgeValue("EdgeValue", Range( 0 , 1)) = 0.5
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[HDR]_ImageColor("ImageColor", Color) = (0,0,0,0)
|
||||
_Width("Width", Range( 0 , 1)) = 0.5
|
||||
_Opacity("Opacity", Range( 0 , 1)) = 1
|
||||
[Toggle(_ISCIRCLE_ON)] _IsCircle("IsCircle", Float) = 0
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_MainTex("MainTex", 2D) = "white" {}
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||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
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||||
|
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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||||
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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||||
}
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|
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SubShader
|
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{
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LOD 0
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|
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|
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" "ShaderGraphShader"="true" }
|
||||
|
||||
Cull Off
|
||||
HLSLINCLUDE
|
||||
#pragma target 3.0
|
||||
#pragma prefer_hlslcc gles
|
||||
// ensure rendering platforms toggle list is visible
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
|
||||
ENDHLSL
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Sprite Lit"
|
||||
Tags { "LightMode"="Universal2D" }
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
||||
ZTest LEqual
|
||||
ZWrite Off
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0
|
||||
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1
|
||||
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2
|
||||
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
|
||||
#define SHADERPASS SHADERPASS_SPRITELIT
|
||||
#define SHADERPASS_SPRITELIT
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
|
||||
|
||||
#if USE_SHAPE_LIGHT_TYPE_0
|
||||
SHAPE_LIGHT(0)
|
||||
#endif
|
||||
|
||||
#if USE_SHAPE_LIGHT_TYPE_1
|
||||
SHAPE_LIGHT(1)
|
||||
#endif
|
||||
|
||||
#if USE_SHAPE_LIGHT_TYPE_2
|
||||
SHAPE_LIGHT(2)
|
||||
#endif
|
||||
|
||||
#if USE_SHAPE_LIGHT_TYPE_3
|
||||
SHAPE_LIGHT(3)
|
||||
#endif
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
|
||||
|
||||
#pragma shader_feature_local _ISCIRCLE_ON
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_ST;
|
||||
float4 _ImageColor;
|
||||
float _EdgeValue;
|
||||
float _Width;
|
||||
float _Opacity;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 uv0 : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float4 texCoord0 : TEXCOORD0;
|
||||
float4 color : TEXCOORD1;
|
||||
float4 screenPosition : TEXCOORD2;
|
||||
float3 positionWS : TEXCOORD3;
|
||||
float4 ase_color : COLOR;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
#if ETC1_EXTERNAL_ALPHA
|
||||
TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex);
|
||||
float _EnableAlphaTexture;
|
||||
#endif
|
||||
|
||||
|
||||
VertexOutput vert ( VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
o.ase_color = v.color;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.positionOS.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.positionOS.xyz = vertexValue;
|
||||
#else
|
||||
v.positionOS.xyz += vertexValue;
|
||||
#endif
|
||||
v.normal = v.normal;
|
||||
v.tangent.xyz = v.tangent.xyz;
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
|
||||
|
||||
o.texCoord0 = v.uv0;
|
||||
o.color = v.color;
|
||||
o.positionCS = vertexInput.positionCS;
|
||||
o.screenPosition = vertexInput.positionNDC;
|
||||
o.positionWS = vertexInput.positionWS;
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag ( VertexOutput IN ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
float3 positionWS = IN.positionWS.xyz;
|
||||
|
||||
float temp_output_79_0 = ( _EdgeValue * ( ( _Width - 1.0 ) * -2.0 ) );
|
||||
float2 temp_output_51_0 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
|
||||
float2 break104 = temp_output_51_0;
|
||||
#ifdef _ISCIRCLE_ON
|
||||
float staticSwitch101 = distance( temp_output_51_0 , float2( 0,0 ) );
|
||||
#else
|
||||
float staticSwitch101 = ( abs( break104.x ) + abs( break104.y ) );
|
||||
#endif
|
||||
float temp_output_75_0 = ( staticSwitch101 / _EdgeValue );
|
||||
float smoothstepResult72 = smoothstep( temp_output_79_0 , temp_output_79_0 , temp_output_75_0);
|
||||
float smoothstepResult69 = smoothstep( 1.0 , 1.0 , temp_output_75_0);
|
||||
float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float4 break89 = ( tex2D( _MainTex, uv_MainTex ) * _ImageColor );
|
||||
float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity));
|
||||
|
||||
float4 Color = ( saturate( ( smoothstepResult72 - smoothstepResult69 ) ) * IN.ase_color * appendResult90 );
|
||||
float4 Mask = float4(1,1,1,1);
|
||||
float3 Normal = float3( 0, 0, 1 );
|
||||
|
||||
#if ETC1_EXTERNAL_ALPHA
|
||||
float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy);
|
||||
Color.a = lerp ( Color.a, alpha.r, _EnableAlphaTexture);
|
||||
#endif
|
||||
|
||||
Color *= IN.color;
|
||||
|
||||
SurfaceData2D surfaceData;
|
||||
InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData);
|
||||
InputData2D inputData;
|
||||
InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData);
|
||||
SETUP_DEBUG_DATA_2D(inputData, positionWS);
|
||||
return CombinedShapeLightShared(surfaceData, inputData);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "Sprite Normal"
|
||||
Tags { "LightMode"="NormalsRendering" }
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
||||
ZTest LEqual
|
||||
ZWrite Off
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define SHADERPASS SHADERPASS_SPRITENORMAL
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
#define ASE_NEEDS_FRAG_COLOR
|
||||
#pragma shader_feature_local _ISCIRCLE_ON
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_ST;
|
||||
float4 _ImageColor;
|
||||
float _EdgeValue;
|
||||
float _Width;
|
||||
float _Opacity;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 uv0 : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float4 texCoord0 : TEXCOORD0;
|
||||
float4 color : TEXCOORD1;
|
||||
float3 normalWS : TEXCOORD2;
|
||||
float4 tangentWS : TEXCOORD3;
|
||||
float3 bitangentWS : TEXCOORD4;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
VertexOutput vert ( VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.positionOS.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.positionOS.xyz = vertexValue;
|
||||
#else
|
||||
v.positionOS.xyz += vertexValue;
|
||||
#endif
|
||||
v.normal = v.normal;
|
||||
v.tangent.xyz = v.tangent.xyz;
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
|
||||
|
||||
o.texCoord0 = v.uv0;
|
||||
o.color = v.color;
|
||||
o.positionCS = vertexInput.positionCS;
|
||||
|
||||
float3 normalWS = TransformObjectToWorldNormal( v.normal );
|
||||
o.normalWS = -GetViewForwardDir();
|
||||
float4 tangentWS = float4( TransformObjectToWorldDir( v.tangent.xyz ), v.tangent.w );
|
||||
o.tangentWS = normalize( tangentWS );
|
||||
half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
|
||||
o.bitangentWS = crossSign * cross( normalWS, tangentWS.xyz ) * tangentWS.w;
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag ( VertexOutput IN ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
|
||||
float temp_output_79_0 = ( _EdgeValue * ( ( _Width - 1.0 ) * -2.0 ) );
|
||||
float2 temp_output_51_0 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
|
||||
float2 break104 = temp_output_51_0;
|
||||
#ifdef _ISCIRCLE_ON
|
||||
float staticSwitch101 = distance( temp_output_51_0 , float2( 0,0 ) );
|
||||
#else
|
||||
float staticSwitch101 = ( abs( break104.x ) + abs( break104.y ) );
|
||||
#endif
|
||||
float temp_output_75_0 = ( staticSwitch101 / _EdgeValue );
|
||||
float smoothstepResult72 = smoothstep( temp_output_79_0 , temp_output_79_0 , temp_output_75_0);
|
||||
float smoothstepResult69 = smoothstep( 1.0 , 1.0 , temp_output_75_0);
|
||||
float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float4 break89 = ( tex2D( _MainTex, uv_MainTex ) * _ImageColor );
|
||||
float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity));
|
||||
|
||||
float4 Color = ( saturate( ( smoothstepResult72 - smoothstepResult69 ) ) * IN.color * appendResult90 );
|
||||
float3 Normal = float3( 0, 0, 1 );
|
||||
|
||||
Color *= IN.color;
|
||||
|
||||
return NormalsRenderingShared( Color, Normal, IN.tangentWS.xyz, IN.bitangentWS, IN.normalWS);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "Sprite Forward"
|
||||
Tags { "LightMode"="UniversalForward" }
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
||||
ZTest LEqual
|
||||
ZWrite Off
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define SHADERPASS SHADERPASS_SPRITEFORWARD
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
|
||||
|
||||
#define ASE_NEEDS_FRAG_COLOR
|
||||
#pragma shader_feature_local _ISCIRCLE_ON
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_ST;
|
||||
float4 _ImageColor;
|
||||
float _EdgeValue;
|
||||
float _Width;
|
||||
float _Opacity;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 uv0 : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float4 texCoord0 : TEXCOORD0;
|
||||
float4 color : TEXCOORD1;
|
||||
float3 positionWS : TEXCOORD2;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
#if ETC1_EXTERNAL_ALPHA
|
||||
TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
|
||||
float _EnableAlphaTexture;
|
||||
#endif
|
||||
|
||||
|
||||
VertexOutput vert( VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID( v );
|
||||
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||||
|
||||
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.positionOS.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3( 0, 0, 0 );
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.positionOS.xyz = vertexValue;
|
||||
#else
|
||||
v.positionOS.xyz += vertexValue;
|
||||
#endif
|
||||
v.normal = v.normal;
|
||||
v.tangent.xyz = v.tangent.xyz;
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
|
||||
|
||||
o.texCoord0 = v.uv0;
|
||||
o.color = v.color;
|
||||
o.positionCS = vertexInput.positionCS;
|
||||
o.positionWS = vertexInput.positionWS;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag( VertexOutput IN ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
|
||||
float3 positionWS = IN.positionWS.xyz;
|
||||
|
||||
float temp_output_79_0 = ( _EdgeValue * ( ( _Width - 1.0 ) * -2.0 ) );
|
||||
float2 temp_output_51_0 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
|
||||
float2 break104 = temp_output_51_0;
|
||||
#ifdef _ISCIRCLE_ON
|
||||
float staticSwitch101 = distance( temp_output_51_0 , float2( 0,0 ) );
|
||||
#else
|
||||
float staticSwitch101 = ( abs( break104.x ) + abs( break104.y ) );
|
||||
#endif
|
||||
float temp_output_75_0 = ( staticSwitch101 / _EdgeValue );
|
||||
float smoothstepResult72 = smoothstep( temp_output_79_0 , temp_output_79_0 , temp_output_75_0);
|
||||
float smoothstepResult69 = smoothstep( 1.0 , 1.0 , temp_output_75_0);
|
||||
float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float4 break89 = ( tex2D( _MainTex, uv_MainTex ) * _ImageColor );
|
||||
float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity));
|
||||
|
||||
float4 Color = ( saturate( ( smoothstepResult72 - smoothstepResult69 ) ) * IN.color * appendResult90 );
|
||||
|
||||
#if defined(DEBUG_DISPLAY)
|
||||
SurfaceData2D surfaceData;
|
||||
InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
|
||||
InputData2D inputData;
|
||||
InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData);
|
||||
half4 debugColor = 0;
|
||||
|
||||
SETUP_DEBUG_DATA_2D(inputData, positionWS);
|
||||
|
||||
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
|
||||
{
|
||||
return debugColor;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if ETC1_EXTERNAL_ALPHA
|
||||
float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
|
||||
Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
|
||||
#endif
|
||||
|
||||
Color *= IN.color;
|
||||
|
||||
return Color;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "SceneSelectionPass"
|
||||
Tags { "LightMode"="SceneSelectionPass" }
|
||||
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ATTRIBUTES_NEED_NORMAL
|
||||
#define ATTRIBUTES_NEED_TANGENT
|
||||
#define FEATURES_GRAPH_VERTEX
|
||||
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||||
#define SCENESELECTIONPASS 1
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
#pragma shader_feature_local _ISCIRCLE_ON
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_ST;
|
||||
float4 _ImageColor;
|
||||
float _EdgeValue;
|
||||
float _Width;
|
||||
float _Opacity;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float3 positionOS : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
float4 ase_color : COLOR;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
float4 ase_color : COLOR;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
|
||||
int _ObjectId;
|
||||
int _PassValue;
|
||||
|
||||
|
||||
VertexOutput vert(VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||||
|
||||
o.ase_texcoord.xy = v.ase_texcoord.xy;
|
||||
o.ase_color = v.ase_color;
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord.zw = 0;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.positionOS.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.positionOS.xyz = vertexValue;
|
||||
#else
|
||||
v.positionOS.xyz += vertexValue;
|
||||
#endif
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
|
||||
float3 positionWS = TransformObjectToWorld(v.positionOS);
|
||||
o.positionCS = TransformWorldToHClip(positionWS);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag(VertexOutput IN ) : SV_TARGET
|
||||
{
|
||||
float temp_output_79_0 = ( _EdgeValue * ( ( _Width - 1.0 ) * -2.0 ) );
|
||||
float2 temp_output_51_0 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) );
|
||||
float2 break104 = temp_output_51_0;
|
||||
#ifdef _ISCIRCLE_ON
|
||||
float staticSwitch101 = distance( temp_output_51_0 , float2( 0,0 ) );
|
||||
#else
|
||||
float staticSwitch101 = ( abs( break104.x ) + abs( break104.y ) );
|
||||
#endif
|
||||
float temp_output_75_0 = ( staticSwitch101 / _EdgeValue );
|
||||
float smoothstepResult72 = smoothstep( temp_output_79_0 , temp_output_79_0 , temp_output_75_0);
|
||||
float smoothstepResult69 = smoothstep( 1.0 , 1.0 , temp_output_75_0);
|
||||
float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float4 break89 = ( tex2D( _MainTex, uv_MainTex ) * _ImageColor );
|
||||
float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity));
|
||||
|
||||
float4 Color = ( saturate( ( smoothstepResult72 - smoothstepResult69 ) ) * IN.ase_color * appendResult90 );
|
||||
|
||||
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
||||
return outColor;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "ScenePickingPass"
|
||||
Tags { "LightMode"="Picking" }
|
||||
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ATTRIBUTES_NEED_NORMAL
|
||||
#define ATTRIBUTES_NEED_TANGENT
|
||||
#define FEATURES_GRAPH_VERTEX
|
||||
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||||
#define SCENEPICKINGPASS 1
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
#pragma shader_feature_local _ISCIRCLE_ON
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_ST;
|
||||
float4 _ImageColor;
|
||||
float _EdgeValue;
|
||||
float _Width;
|
||||
float _Opacity;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float3 positionOS : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
float4 ase_color : COLOR;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
float4 ase_color : COLOR;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
float4 _SelectionID;
|
||||
|
||||
|
||||
VertexOutput vert(VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||||
|
||||
o.ase_texcoord.xy = v.ase_texcoord.xy;
|
||||
o.ase_color = v.ase_color;
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord.zw = 0;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.positionOS.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.positionOS.xyz = vertexValue;
|
||||
#else
|
||||
v.positionOS.xyz += vertexValue;
|
||||
#endif
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
|
||||
float3 positionWS = TransformObjectToWorld(v.positionOS);
|
||||
o.positionCS = TransformWorldToHClip(positionWS);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag(VertexOutput IN ) : SV_TARGET
|
||||
{
|
||||
float temp_output_79_0 = ( _EdgeValue * ( ( _Width - 1.0 ) * -2.0 ) );
|
||||
float2 temp_output_51_0 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) );
|
||||
float2 break104 = temp_output_51_0;
|
||||
#ifdef _ISCIRCLE_ON
|
||||
float staticSwitch101 = distance( temp_output_51_0 , float2( 0,0 ) );
|
||||
#else
|
||||
float staticSwitch101 = ( abs( break104.x ) + abs( break104.y ) );
|
||||
#endif
|
||||
float temp_output_75_0 = ( staticSwitch101 / _EdgeValue );
|
||||
float smoothstepResult72 = smoothstep( temp_output_79_0 , temp_output_79_0 , temp_output_75_0);
|
||||
float smoothstepResult69 = smoothstep( 1.0 , 1.0 , temp_output_75_0);
|
||||
float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float4 break89 = ( tex2D( _MainTex, uv_MainTex ) * _ImageColor );
|
||||
float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity));
|
||||
|
||||
float4 Color = ( saturate( ( smoothstepResult72 - smoothstepResult69 ) ) * IN.ase_color * appendResult90 );
|
||||
half4 outColor = _SelectionID;
|
||||
return outColor;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
}
|
||||
CustomEditor "ASEMaterialInspector"
|
||||
Fallback "Hidden/InternalErrorShader"
|
||||
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=19501
|
||||
Node;AmplifyShaderEditor.Vector2Node;50;-2672,656;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.TexCoordVertexDataNode;52;-2688,432;Inherit;True;0;2;0;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.SimpleSubtractOpNode;51;-2432,544;Inherit;True;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
|
||||
Node;AmplifyShaderEditor.BreakToComponentsNode;104;-2128,384;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.AbsOpNode;60;-1824,384;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.AbsOpNode;67;-1824,480;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;87;-1568,1008;Inherit;False;Property;_Width;Width;2;0;Create;True;0;0;0;False;0;False;0.5;1;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.DistanceOpNode;98;-1872,688;Inherit;True;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode;61;-1632,352;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleSubtractOpNode;107;-1248,944;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;106;-1072,944;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;-2;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;68;-1200,784;Inherit;False;Property;_EdgeValue;EdgeValue;0;0;Create;True;0;0;0;False;0;False;0.5;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.StaticSwitch;101;-1328,496;Inherit;False;Property;_IsCircle;IsCircle;4;0;Create;True;0;0;0;False;0;False;0;0;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleDivideOpNode;75;-880,640;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;79;-896,880;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0.95;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.ColorNode;86;-816,1296;Inherit;False;Property;_ImageColor;ImageColor;1;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,0;1,1,1,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.SamplerNode;110;-880,1056;Inherit;True;Property;_MainTex;MainTex;5;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.SmoothstepOpNode;72;-624,752;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0.44;False;2;FLOAT;1;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SmoothstepOpNode;69;-624,512;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;1;False;2;FLOAT;1;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;111;-464,1040;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.BreakToComponentsNode;89;-144,976;Inherit;False;COLOR;1;0;COLOR;0,0,0,0;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.SimpleSubtractOpNode;73;-304,576;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;88;-224,1280;Inherit;False;Property;_Opacity;Opacity;3;0;Create;True;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.DynamicAppendNode;90;0,976;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
|
||||
Node;AmplifyShaderEditor.VertexColorNode;81;-384,800;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.SaturateNode;84;-64,608;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;82;224,704;Inherit;False;3;3;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;FLOAT4;0,0,0,0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;93;480,640;Float;False;True;-1;2;ASEMaterialInspector;0;16;Chapter0/Ripple;199187dac283dbe4a8cb1ea611d70c58;True;Sprite Lit;0;0;Sprite Lit;6;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;2;True;12;all;0;False;True;2;5;False;;10;False;;3;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=Universal2D;False;False;0;Hidden/InternalErrorShader;0;0;Standard;3;Vertex Position;1;0;Debug Display;0;0;External Alpha;0;0;0;5;True;True;True;True;True;False;;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;94;480,640;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;Sprite Normal;0;1;Sprite Normal;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;True;2;5;False;;10;False;;3;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=NormalsRendering;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;95;480,640;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;Sprite Forward;0;2;Sprite Forward;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;True;2;5;False;;10;False;;3;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=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;96;480,640;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;SceneSelectionPass;0;3;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;97;480,640;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;ScenePickingPass;0;4;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
WireConnection;51;0;52;0
|
||||
WireConnection;51;1;50;0
|
||||
WireConnection;104;0;51;0
|
||||
WireConnection;60;0;104;0
|
||||
WireConnection;67;0;104;1
|
||||
WireConnection;98;0;51;0
|
||||
WireConnection;61;0;60;0
|
||||
WireConnection;61;1;67;0
|
||||
WireConnection;107;0;87;0
|
||||
WireConnection;106;0;107;0
|
||||
WireConnection;101;1;61;0
|
||||
WireConnection;101;0;98;0
|
||||
WireConnection;75;0;101;0
|
||||
WireConnection;75;1;68;0
|
||||
WireConnection;79;0;68;0
|
||||
WireConnection;79;1;106;0
|
||||
WireConnection;72;0;75;0
|
||||
WireConnection;72;1;79;0
|
||||
WireConnection;72;2;79;0
|
||||
WireConnection;69;0;75;0
|
||||
WireConnection;111;0;110;0
|
||||
WireConnection;111;1;86;0
|
||||
WireConnection;89;0;111;0
|
||||
WireConnection;73;0;72;0
|
||||
WireConnection;73;1;69;0
|
||||
WireConnection;90;0;89;0
|
||||
WireConnection;90;1;89;1
|
||||
WireConnection;90;2;89;2
|
||||
WireConnection;90;3;88;0
|
||||
WireConnection;84;0;73;0
|
||||
WireConnection;82;0;84;0
|
||||
WireConnection;82;1;81;0
|
||||
WireConnection;82;2;90;0
|
||||
WireConnection;93;1;82;0
|
||||
ASEEND*/
|
||||
//CHKSM=DED59771ADBAAE6060AB05C45A9554E6046D89B9
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d54759aa63d2527499f0c933fdf37b78
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
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Reference in New Issue
Block a user