一些特效
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113
Packages/NBPostProcessing/Shader/Disturbance.shader
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113
Packages/NBPostProcessing/Shader/Disturbance.shader
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Shader "XuanXuan/Disturbance"
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{
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Properties
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{
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[MhGroup(Main)]_mainTex("Main", float) = 0
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[MhTexture(Main)] _MaskMap("Mask Map", 2D) = "white" {}
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[MhTexture(Main,_Strength,on)]_NoiseMap("Noise Map", 2D) = "white"{}
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[HideInInspector]_Strength("Strength", Range(-0.2,0.2)) =0.1
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[MhToggleKeyword(Main,_PARTICLE_CUSTOMDATA_ON)]_ParticleCustomDataOn("Particle customData Strength", float) = 0
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[HideInInspector]_SurfaceType("surfaceType",float)=1
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[HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
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}
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// The SubShader block containing the Shader code.
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SubShader
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{
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// SubShader Tags define when and under which conditions a SubShader block or
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// a pass is executed.
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Tags
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{
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"RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" "Queue" = "Transparent" "IgnoreProjector" = "True"
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}
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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//ZTest Always
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Cull Off
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HLSLPROGRAM
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//gpuInstancing on
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma target 3.5 DOTS_INSTANCING_ON
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#pragma shader_feature_local_fragment _PARTICLE_CUSTOMDATA_ON
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#pragma enable_d3d11_debug_symbols
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// This line defines the name of the vertex shader.
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#pragma vertex vert
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// This line defines the name of the fragment shader.
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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// This example uses the Attributes structure as an input structure in
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// the vertex shader.
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struct Attributes
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{
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float4 positionOS : POSITION;
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float4 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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// The positions in this struct must have the SV_POSITION semantic.
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float4 positionHCS : SV_POSITION;
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float4 uv :TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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Texture2D _NoiseMap;
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SAMPLER(sampler_NoiseMap);
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Texture2D _MaskMap;
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SAMPLER(sampler_MaskMap);
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float _Strength;
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CBUFFER_START(UnityPerMaterial)
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float4 _NoiseMap_ST;
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CBUFFER_END
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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// Declaring the output object (OUT) with the Varyings struct.
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
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OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
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OUT.uv = IN.uv;
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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half2 screenSpaceUV = IN.positionHCS.xy / _ScaledScreenParams.xy;
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const half2 noiseUV = screenSpaceUV * _NoiseMap_ST.xy + _NoiseMap_ST.zw;
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half noise = SAMPLE_TEXTURE2D(_NoiseMap, sampler_NoiseMap, noiseUV).r * 2 - 1;
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half mask = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, IN.uv.xy).r;
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noise = lerp(0, noise, mask);
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//noise = (noise * _Strength * 5) * 0.5 + 0.5;
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noise = (noise * _Strength) * 1.25 + 0.5;
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return half4(noise.xxx, 1.0);
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}
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ENDHLSL
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}
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}
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customEditor "ShaderEditor.MhBaseShaderGUI"
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}
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