一些特效

This commit is contained in:
SoulliesOfficial
2025-06-28 03:01:03 -04:00
parent 16418804e4
commit 1a3d37d9b5
216 changed files with 41141 additions and 2728 deletions

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using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
public class DTMRippleEffect : EffectBase
{
private SpriteRenderer ripple;
public bool isCircle;
public float rippleTime;
public Vector3 positionOffset;
public Vector3 eulerAnglesOffset;
public Vector3 scale;
public Color emissionColor;
public float emissionIntensity;
public DTMRippleEffect(bool isCircle, float rippleTime, Color emissionColor, float emissionIntensity)
{
this.effectTime = 0;
this.isCircle = isCircle;
this.rippleTime = rippleTime;
this.positionOffset = Vector3.zero;
this.eulerAnglesOffset = Vector3.zero;
this.scale = Vector3.one;
this.emissionColor = emissionColor;
this.emissionIntensity = emissionIntensity;
}
public DTMRippleEffect(bool isCircle, float rippleTime, Color emissionColor, float emissionIntensity,
Vector3 positionOffset, Vector3 eulerAnglesOffset, Vector3 scale)
{
this.effectTime = 0;
this.isCircle = isCircle;
this.rippleTime = rippleTime;
this.positionOffset = positionOffset;
this.eulerAnglesOffset = eulerAnglesOffset;
this.scale = scale;
this.emissionColor = emissionColor;
this.emissionIntensity = emissionIntensity;
}
public override void Adjust()
{
GameObject prefab = EditorManager.instance.customPrefabs["departure_to_multiverse"].GetPrefab("DTM_Ripple");
ripple = LeanPool.Spawn(prefab, attachedGameElement.transform).GetComponentInChildren<SpriteRenderer>();
ripple.transform.localPosition = positionOffset;
ripple.transform.localEulerAngles = eulerAnglesOffset;
ripple.transform.localScale = scale;
ripple.transform.parent.transform.SetParent(null);
if (isCircle)
{
ripple.material.EnableKeyword("_ISCIRCLE_ON");
}
else
{
ripple.material.DisableKeyword("_ISCIRCLE_ON");
}
ripple.material.SetFloat("_EdgeValue", 0f);
ripple.material.SetFloat("_Width", 1f);
ripple.material.SetFloat("_Opacity", 1f);
ripple.material.SetColor("_ImageColor", emissionColor * Mathf.Pow(2, emissionIntensity));
ripple.material.DOFloat(0.5f, "_EdgeValue", rippleTime).SetEase(Ease.OutQuart).Play();
ripple.material.DOFloat(0f, "_Width", rippleTime).SetEase(Ease.OutQuart).Play();
ripple.material.DOFloat(0f, "_Opacity", rippleTime).SetEase(Ease.Linear).Play();
LeanPool.Despawn(ripple.transform.parent.gameObject, rippleTime);
}
public override EffectBase_BM ConvertToBM()
{
return new Beatmap.DTMRippleEffect_BM(isCircle, rippleTime, emissionColor, emissionIntensity, positionOffset, eulerAnglesOffset, scale);
}
public override void SetUpInspector()
{
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
var container = inspector.GenerateContainer("DTM Ripple Effect");
var effectSettings1 = container.GenerateSubcontainer(3);
var isCircleToggle = inspector.GenerateToggle(this, effectSettings1, "Is Circle", nameof(isCircle));
var rippleTimeInputField = inspector.GenerateInputField(this, effectSettings1, "Ripple Time", nameof(rippleTime));
var effectSettings2 = container.GenerateSubcontainer(1);
var emissionColorPicker = inspector.GenerateEmissionColorPicker(this, effectSettings2, "Color", "NULL", nameof(emissionColor), nameof(emissionIntensity));
var positionOffsetInputField = inspector.GenerateVector3InputField(this, effectSettings2, "Position Offset", nameof(positionOffset));
var eulerAnglesInputField = inspector.GenerateVector3InputField(this, effectSettings2, "Euler Angles", nameof(eulerAnglesOffset));
var scaleInputField = inspector.GenerateVector3InputField(this, effectSettings2, "Scale", nameof(scale));
}
}
namespace Beatmap
{
public class DTMRippleEffect_BM : EffectBase_BM
{
public bool isCircle;
public float rippleTime;
public Vector3 positionOffset;
public Vector3 eulerAngles;
public Vector3 scale;
public Color emissionColor = Color.white;
public float emissionIntensity = 0;
public DTMRippleEffect_BM()
{
}
public DTMRippleEffect_BM(bool isCircle, float rippleTime, Color emissionColor, float emissionIntensity, Vector3 positionOffset, Vector3 eulerAngles, Vector3 scale)
{
this.isCircle = isCircle;
this.rippleTime = rippleTime;
this.positionOffset = positionOffset;
this.eulerAngles = eulerAngles;
this.scale = scale;
this.emissionColor = emissionColor;
this.emissionIntensity = emissionIntensity;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new DTMRippleEffect(isCircle, rippleTime, emissionColor, emissionIntensity, positionOffset, eulerAngles, scale)
{
attachedGameElement = attachedGameElement
};
}
}
}
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m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _CameraColorTexture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _CameraOpaqueTexture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SpecGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SpeedDistortMap:
m_Texture: {fileID: 2800000, guid: 7f808d0c8608b954d8f20cb4132c3049, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _Texture0:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _TextureOverlay:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _TextureOverlayMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _texcoord:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_Lightmaps:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_LightmapsInd:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_ShadowMasks:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints:
- _NBPostProcessFlags: 0
m_Floats:
- _Alpha: 1
- _AlphaClip: 0
- _AlphaCutoff: 0.5
- _AlphaToMask: 0
- _Blend: 0
- _BlendModePreserveSpecular: 1
- _BumpScale: 1
- _ClearCoatMask: 0
- _ClearCoatSmoothness: 0
- _Contrast: 1
- _Cull: 2
- _Cutoff: 0.5
- _DeSaturateIntensity: 0
- _DetailAlbedoMapScale: 1
- _DetailNormalMapScale: 1
- _DisappearEndDistance: 100
- _DisappearStartDistance: 50
- _DstBlend: 0
- _DstBlendAlpha: 0
- _EnvironmentReflections: 1
- _Fade: 0.1
- _GlossMapScale: 0
- _Glossiness: 0
- _GlossyReflections: 0
- _GridScale: 1
- _InvertIntensity: 0
- _LineWidth: 0.05
- _Metallic: 0
- _OcclusionStrength: 1
- _Parallax: 0.005
- _PixelateStrength: 1
- _PixelateStrengthX: 320
- _PixelateStrengthY: 180
- _Plane: 0
- _QueueControl: 0
- _QueueOffset: 0
- _ReceiveShadows: 0
- _Smoothness: 0.5
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _SrcBlendAlpha: 1
- _Surface: 0
- _TextureOverlayIntensity: 0
- _WorkflowMode: 1
- _ZWrite: 1
- __dirty: 0
m_Colors:
- _BackgroundColor: {r: 0, g: 0, b: 0, a: 0}
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _ChromaticAberrationVector: {r: 1, g: 0, b: 0, a: 0}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _CustomScreenCenter: {r: 0.5, g: 0.5, b: 0, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _FlashColor: {r: 1, g: 1, b: 1, a: 1}
- _LineColor: {r: 1, g: 1, b: 1, a: 1}
- _RadialBlurVec: {r: 1, g: 0, b: 0, a: 0}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
- _SpeedDistortVec: {r: 0, g: 0, b: 0, a: 0}
- _SpeedDistortVec2: {r: 0, g: 0, b: 0, a: 0}
- _TextureOverlayAnim: {r: 0, g: 0, b: 0, a: 0}
- _VignetteColor: {r: 0, g: 0, b: 0, a: 1}
- _VignetteVec: {r: 1, g: 0, b: 0, a: 0}
m_BuildTextureStacks: []

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: f0cf39229422d1b428bf04e0bc828dc6
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 2100000
userData:
assetBundleName:
assetBundleVariant:

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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class PixelateFeature : ScriptableRendererFeature
{
[System.Serializable]
public class Settings
{
public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
[Tooltip("用于像素化的材质")]
public Material pixelateMaterial = null;
}
public Settings settings = new Settings();
private PixelatePass m_PixelatePass;
// 当Feature被创建或Inspector中的值被改变时调用
public override void Create()
{
// 检查材质是否存在
if (settings.pixelateMaterial != null)
{
m_PixelatePass = new PixelatePass(settings.pixelateMaterial);
// 将Inspector中设置的事件赋值给Pass
m_PixelatePass.renderPassEvent = settings.renderPassEvent;
}
else
{
// 如果材质为空则不创建Pass避免后续报错
m_PixelatePass = null;
}
}
// 【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
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (m_PixelatePass == null)
{
// 如果Pass没有被成功创建因为没材质就直接返回
return;
}
// 将我们的Pass添加到渲染队列中URP会在正确的时间执行它
renderer.EnqueuePass(m_PixelatePass);
}
}

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fileFormatVersion: 2
guid: f41bcf9b1f0eb6446907e2c52c9f2d39
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class PixelatePass : ScriptableRenderPass
{
private Material m_PixelateMaterial;
// 构造函数,接收材质
public PixelatePass(Material pixelateMaterial)
{
this.m_PixelateMaterial = pixelateMaterial;
}
// 这个方法在每一帧渲染该Pass之前被调用
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
// 1. 安全检查
if (m_PixelateMaterial == null)
{
Debug.LogError("Pixelate Material not assigned to the pass.");
return;
}
// 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
if (renderingData.cameraData.cameraType != CameraType.Game)
{
return;
}
// 2. 获取命令缓冲区
CommandBuffer cmd = CommandBufferPool.Get("PixelatePass");
// 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
// URP 12+ 使用 renderingData.cameraData.renderer.cameraColorTargetHandle
RTHandle source = renderingData.cameraData.renderer.cameraColorTargetHandle;
// 4. 执行Blit操作
// 将源纹理(source)通过我们的材质处理后,再写回源纹理(source)
Blit(cmd, source, source, m_PixelateMaterial, 0);
// 5. 执行并释放命令缓冲区
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}

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fileFormatVersion: 2
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externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
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userData:
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File diff suppressed because it is too large Load Diff

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fileFormatVersion: 2
guid: fb9c9eda58078b14688aa3ca7e93eb3b
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
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@@ -0,0 +1,837 @@
// Made with Amplify Shader Editor v1.9.5.1
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Chapter0/Ripple"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
_EdgeValue("EdgeValue", Range( 0 , 1)) = 0.5
[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
_MainTex("MainTex", 2D) = "white" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
LOD 0
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"
}
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