尝试更改hitpoint

Signed-off-by: TRADER_FOER <lhf190@outlook.com>
This commit is contained in:
2026-07-07 12:13:42 +08:00
parent eedbe9d41f
commit 67320b445f
16 changed files with 18702 additions and 20369 deletions

View File

@@ -6,7 +6,7 @@ Shader "Soullies/hit_point"
{
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HDR] _ImageColor( "ImageColor", Color ) = ( 1, 1, 1, 1 )
[HDR] _Color( "Color", Color ) = ( 1, 1, 1, 1 )
_Opacity( "Opacity", Float ) = 1
[Header(cube)] _point_radius( "point_radius", Range( 0, 0.5 ) ) = 0.05854658
_point_width( "point_width", Range( 0, 0.5 ) ) = 0.1765912
@@ -263,7 +263,7 @@ Shader "Soullies/hit_point"
};
CBUFFER_START(UnityPerMaterial)
half4 _ImageColor;
half4 _Color;
half _point2_radius;
half _point2_softness;
half _point2_width;
@@ -457,7 +457,7 @@ Shader "Soullies/hit_point"
float4 ScreenPos = ComputeScreenPos( ClipPos );
half3 NormalWS = normalize( input.normalWS );
half4 temp_output_2_0_g2 = ( input.ase_color * _ImageColor );
half4 temp_output_2_0_g2 = ( input.ase_color * _Color );
half2 temp_output_34_0_g1 = ( input.ase_texcoord2.xy - float2( 0.5,0.5 ) );
half2 break39_g1 = temp_output_34_0_g1;
@@ -472,7 +472,7 @@ Shader "Soullies/hit_point"
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = (temp_output_2_0_g2).rgb;
float Alpha = ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity );
float Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity ) );
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@@ -582,6 +582,7 @@ Shader "Soullies/hit_point"
{
float4 positionOS : POSITION;
half3 normalOS : NORMAL;
half4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
@@ -589,13 +590,14 @@ Shader "Soullies/hit_point"
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
half4 _ImageColor;
half4 _Color;
half _point2_radius;
half _point2_softness;
half _point2_width;
@@ -633,6 +635,7 @@ Shader "Soullies/hit_point"
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.ase_color = input.ase_color;
output.ase_texcoord.xy = input.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@@ -663,6 +666,7 @@ Shader "Soullies/hit_point"
{
float4 positionOS : INTERNALTESSPOS;
half3 normalOS : NORMAL;
half4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
@@ -681,6 +685,7 @@ Shader "Soullies/hit_point"
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.ase_color = input.ase_color;
output.ase_texcoord = input.ase_texcoord;
return output;
}
@@ -720,6 +725,7 @@ Shader "Soullies/hit_point"
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
@@ -751,6 +757,7 @@ Shader "Soullies/hit_point"
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
float4 ScreenPos = ComputeScreenPos( ClipPos );
half4 temp_output_2_0_g2 = ( input.ase_color * _Color );
half2 temp_output_34_0_g1 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) );
half2 break39_g1 = temp_output_34_0_g1;
half2 appendResult50_g1 = (half2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
@@ -762,7 +769,7 @@ Shader "Soullies/hit_point"
half smoothstepResult173 = smoothstep( _point2_width , ( _point2_width + _point2_softness ) , abs( ( temp_output_105_55 - _point2_radius ) ));
float Alpha = ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity );
float Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity ) );
float AlphaClipThreshold = 0.5;
#if defined( ASE_DEPTH_WRITE_ON )
@@ -830,6 +837,7 @@ Shader "Soullies/hit_point"
{
float4 positionOS : POSITION;
half3 normalOS : NORMAL;
half4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
@@ -837,13 +845,14 @@ Shader "Soullies/hit_point"
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
half4 _ImageColor;
half4 _Color;
half _point2_radius;
half _point2_softness;
half _point2_width;
@@ -892,6 +901,7 @@ Shader "Soullies/hit_point"
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.ase_color = input.ase_color;
output.ase_texcoord.xy = input.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@@ -922,6 +932,7 @@ Shader "Soullies/hit_point"
{
float4 positionOS : INTERNALTESSPOS;
half3 normalOS : NORMAL;
half4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
@@ -940,6 +951,7 @@ Shader "Soullies/hit_point"
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.ase_color = input.ase_color;
output.ase_texcoord = input.ase_texcoord;
return output;
}
@@ -979,6 +991,7 @@ Shader "Soullies/hit_point"
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
@@ -1001,6 +1014,7 @@ Shader "Soullies/hit_point"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
half4 temp_output_2_0_g2 = ( input.ase_color * _Color );
half2 temp_output_34_0_g1 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) );
half2 break39_g1 = temp_output_34_0_g1;
half2 appendResult50_g1 = (half2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
@@ -1012,7 +1026,7 @@ Shader "Soullies/hit_point"
half smoothstepResult173 = smoothstep( _point2_width , ( _point2_width + _point2_softness ) , abs( ( temp_output_105_55 - _point2_radius ) ));
surfaceDescription.Alpha = ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity );
surfaceDescription.Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@@ -1077,6 +1091,7 @@ Shader "Soullies/hit_point"
{
float4 positionOS : POSITION;
half3 normalOS : NORMAL;
half4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
@@ -1084,13 +1099,14 @@ Shader "Soullies/hit_point"
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
half4 _ImageColor;
half4 _Color;
half _point2_radius;
half _point2_softness;
half _point2_width;
@@ -1138,6 +1154,7 @@ Shader "Soullies/hit_point"
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.ase_color = input.ase_color;
output.ase_texcoord.xy = input.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@@ -1168,6 +1185,7 @@ Shader "Soullies/hit_point"
{
float4 positionOS : INTERNALTESSPOS;
half3 normalOS : NORMAL;
half4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
@@ -1186,6 +1204,7 @@ Shader "Soullies/hit_point"
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.ase_color = input.ase_color;
output.ase_texcoord = input.ase_texcoord;
return output;
}
@@ -1225,6 +1244,7 @@ Shader "Soullies/hit_point"
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
@@ -1247,6 +1267,7 @@ Shader "Soullies/hit_point"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
half4 temp_output_2_0_g2 = ( input.ase_color * _Color );
half2 temp_output_34_0_g1 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) );
half2 break39_g1 = temp_output_34_0_g1;
half2 appendResult50_g1 = (half2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
@@ -1258,7 +1279,7 @@ Shader "Soullies/hit_point"
half smoothstepResult173 = smoothstep( _point2_width , ( _point2_width + _point2_softness ) , abs( ( temp_output_105_55 - _point2_radius ) ));
surfaceDescription.Alpha = ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity );
surfaceDescription.Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@@ -1339,6 +1360,7 @@ Shader "Soullies/hit_point"
{
float4 positionOS : POSITION;
half3 normalOS : NORMAL;
half4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
@@ -1347,13 +1369,14 @@ Shader "Soullies/hit_point"
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
half3 normalWS : TEXCOORD0;
float4 ase_color : COLOR;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
half4 _ImageColor;
half4 _Color;
half _point2_radius;
half _point2_softness;
half _point2_width;
@@ -1399,6 +1422,7 @@ Shader "Soullies/hit_point"
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.ase_color = input.ase_color;
output.ase_texcoord1.xy = input.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@@ -1432,6 +1456,7 @@ Shader "Soullies/hit_point"
{
float4 positionOS : INTERNALTESSPOS;
half3 normalOS : NORMAL;
half4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
@@ -1450,6 +1475,7 @@ Shader "Soullies/hit_point"
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.ase_color = input.ase_color;
output.ase_texcoord = input.ase_texcoord;
return output;
}
@@ -1489,6 +1515,7 @@ Shader "Soullies/hit_point"
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
@@ -1525,6 +1552,7 @@ Shader "Soullies/hit_point"
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
float4 ScreenPos = ComputeScreenPos( ClipPos );
half4 temp_output_2_0_g2 = ( input.ase_color * _Color );
half2 temp_output_34_0_g1 = ( input.ase_texcoord1.xy - float2( 0.5,0.5 ) );
half2 break39_g1 = temp_output_34_0_g1;
half2 appendResult50_g1 = (half2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
@@ -1536,7 +1564,7 @@ Shader "Soullies/hit_point"
half smoothstepResult173 = smoothstep( _point2_width , ( _point2_width + _point2_softness ) , abs( ( temp_output_105_55 - _point2_radius ) ));
float Alpha = ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity );
float Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity ) );
float AlphaClipThreshold = 0.5;
#if defined( ASE_DEPTH_WRITE_ON )
@@ -1677,7 +1705,7 @@ Shader "Soullies/hit_point"
};
CBUFFER_START(UnityPerMaterial)
half4 _ImageColor;
half4 _Color;
half _point2_radius;
half _point2_softness;
half _point2_width;
@@ -1868,7 +1896,7 @@ Shader "Soullies/hit_point"
float4 ScreenPos = ComputeScreenPos( ClipPos );
half3 NormalWS = normalize( input.normalWS );
half4 temp_output_2_0_g2 = ( input.ase_color * _ImageColor );
half4 temp_output_2_0_g2 = ( input.ase_color * _Color );
half2 temp_output_34_0_g1 = ( input.ase_texcoord2.xy - float2( 0.5,0.5 ) );
half2 break39_g1 = temp_output_34_0_g1;
@@ -1882,7 +1910,7 @@ Shader "Soullies/hit_point"
float3 Color = (temp_output_2_0_g2).rgb;
float Alpha = ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity );
float Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity ) );
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@@ -1980,20 +2008,21 @@ Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0,
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;178;-1168,-128;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;180;-1344,272;Inherit;False;Property;_point2_Opacity;point2_Opacity;8;0;Create;True;0;0;0;False;0;False;0.2509067;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;183;-1776,1616;Inherit;False;Property;_Ring_Opacity;Ring_Opacity;12;0;Create;True;0;0;0;False;0;False;0.2509067;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;122;-1408,1136;Inherit;True;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;129;-1232,432;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;182;-960,128;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;122;-1408,1136;Inherit;True;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;124;-1104,1168;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;158;-1037.359,675.321;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;170;-800,208;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;125;-832,864;Inherit;True;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;81;-880,1168;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;86;-976,1376;Inherit;False;Property;_ImageColor;ImageColor;0;1;[HDR];Create;True;0;0;0;False;0;False;1,1,1,1;2,2,2,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;86;-960,1440;Inherit;False;Property;_Color;Color;0;1;[HDR];Create;True;0;0;0;False;0;False;1,1,1,1;2,2,2,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;88;-592,1424;Inherit;False;Property;_Opacity;Opacity;1;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;155;-528,1136;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;81;-880,1120;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;82;-384,896;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;160;-160,896;Inherit;False;Alpha Split;-1;;2;07dab7960105b86429ac8eebd729ed6d;0;1;2;COLOR;0,0,0,0;False;2;FLOAT3;0;FLOAT;6
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;153;-288,1200;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;160;-176,848;Inherit;False;Alpha Split;-1;;2;07dab7960105b86429ac8eebd729ed6d;0;1;2;COLOR;0,0,0,0;False;2;FLOAT3;0;FLOAT;6
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;184;112,1024;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;140;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;142;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;143;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0
@@ -2006,7 +2035,7 @@ Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Versi
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;150;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;MotionVectors;0;10;MotionVectors;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;False;False;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=MotionVectors;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;151;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;XRMotionVectors;0;11;XRMotionVectors;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;True;1;False;;255;False;;1;False;;7;False;;3;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;1;LightMode=XRMotionVectors;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;152;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;GBuffer;0;12;GBuffer;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalGBuffer;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;141;192,896;Half;False;True;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;Soullies/hit_point;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;9;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForwardOnly;False;False;0;;0;0;Standard;30;Surface;1;639170540006787254; Keep Alpha;0;0; Blend;0;639175245562403086;Two Sided;1;0;Alpha Clipping;0;639175244804271404; Use Shadow Threshold;0;0;Forward Only;0;0;Cast Shadows;0;639175245696260097;Receive Shadows;0;639175245701538948;Receive SSAO;0;639175245706932116;Motion Vectors;0;639175245711255580; Add Precomputed Velocity;0;0; XR Motion Vectors;0;0;GPU Instancing;1;0;LOD CrossFade;0;639175245745573570;Built-in Fog;0;639175245735451513;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Write Depth;0;0; Early Z;0;0;Vertex Position;1;0;0;13;False;True;False;True;False;False;True;True;True;False;False;False;True;False;;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;141;372,928;Half;False;True;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;Soullies/hit_point;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;9;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForwardOnly;False;False;0;;0;0;Standard;30;Surface;1;639170540006787254; Keep Alpha;0;0; Blend;0;639175245562403086;Two Sided;1;0;Alpha Clipping;0;639175244804271404; Use Shadow Threshold;0;0;Forward Only;0;0;Cast Shadows;0;639175245696260097;Receive Shadows;0;639175245701538948;Receive SSAO;0;639175245706932116;Motion Vectors;0;639175245711255580; Add Precomputed Velocity;0;0; XR Motion Vectors;0;0;GPU Instancing;1;0;LOD CrossFade;0;639175245745573570;Built-in Fog;0;639175245735451513;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Write Depth;0;0; Early Z;0;0;Vertex Position;1;0;0;13;False;True;False;True;False;False;True;True;True;False;False;False;True;False;;False;0
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;165;-3536,1504;Inherit;False;430;114;这里的值是1/360使得cpu那边传360是一圈;0;;1,1,1,1;0;0
WireConnection;161;0;135;0
WireConnection;161;1;162;0
@@ -2053,12 +2082,12 @@ WireConnection;130;0;127;0
WireConnection;130;1;132;0
WireConnection;130;2;128;0
WireConnection;178;0;173;0
WireConnection;122;0;113;0
WireConnection;122;1;120;0
WireConnection;122;2;183;0
WireConnection;129;0;130;0
WireConnection;182;0;178;0
WireConnection;182;1;180;0
WireConnection;122;0;113;0
WireConnection;122;1;120;0
WireConnection;122;2;183;0
WireConnection;124;0;122;0
WireConnection;158;0;129;0
WireConnection;170;0;182;0
@@ -2068,10 +2097,12 @@ WireConnection;125;2;170;0
WireConnection;155;0;125;0
WireConnection;82;0;81;0
WireConnection;82;1;86;0
WireConnection;160;2;82;0
WireConnection;153;0;155;0
WireConnection;153;1;88;0
WireConnection;160;2;82;0
WireConnection;184;0;160;6
WireConnection;184;1;153;0
WireConnection;141;2;160;0
WireConnection;141;3;153;0
WireConnection;141;3;184;0
ASEEND*/
//CHKSM=B2E6CEE132E28AA866E0228F95730F34FB08E267
//CHKSM=133B8F8B8AD0CFF5C804F6513CB3786305FCE4BD