更新
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244
Assets/000_assets/material/M_flick_01_burst.mat
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244
Assets/000_assets/material/M_flick_01_burst.mat
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@@ -0,0 +1,244 @@
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8
Assets/000_assets/material/M_flick_01_burst.mat.meta
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8
Assets/000_assets/material/M_flick_01_burst.mat.meta
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Assets/000_assets/model/flick_a1.fbx
Normal file
BIN
Assets/000_assets/model/flick_a1.fbx
Normal file
Binary file not shown.
109
Assets/000_assets/model/flick_a1.fbx.meta
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109
Assets/000_assets/model/flick_a1.fbx.meta
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@@ -14,8 +14,9 @@ Shader "Soullies/hold"
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_line_density("line_density", Float) = 0.5
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@@ -167,7 +168,7 @@ Shader "Soullies/hold"
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Tags { "LightMode"="UniversalForwardOnly" }
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZWrite Off
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ZWrite [_ZWrite]
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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@@ -175,26 +176,17 @@ Shader "Soullies/hold"
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HLSLPROGRAM
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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#pragma multi_compile_instancing
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ASE_SRP_VERSION 140011
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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@@ -205,31 +197,12 @@ Shader "Soullies/hold"
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#define SHADERPASS SHADERPASS_UNLIT
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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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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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
|
||||
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
@@ -237,10 +210,6 @@ Shader "Soullies/hold"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
|
||||
|
||||
#if defined(LOD_FADE_CROSSFADE)
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||||
#endif
|
||||
|
||||
#define ASE_NEEDS_VERT_NORMAL
|
||||
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||||
|
||||
@@ -278,13 +247,14 @@ Shader "Soullies/hold"
|
||||
float4 _IN;
|
||||
float4 _OUT;
|
||||
float4 _LINE;
|
||||
float _ZWrite;
|
||||
float _IOR_ins;
|
||||
float _edge;
|
||||
float _roll_speed;
|
||||
float _line_angle;
|
||||
float _line_density;
|
||||
float _line_width;
|
||||
float _alpha;
|
||||
float _MainAlpha;
|
||||
#ifdef ASE_TESSELLATION
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
@@ -433,11 +403,7 @@ Shader "Soullies/hold"
|
||||
}
|
||||
#endif
|
||||
|
||||
half4 frag ( VertexOutput IN
|
||||
#ifdef _WRITE_RENDERING_LAYERS
|
||||
, out float4 outRenderingLayers : SV_Target1
|
||||
#endif
|
||||
) : SV_Target
|
||||
half4 frag ( VertexOutput IN ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
@@ -476,7 +442,7 @@ Shader "Soullies/hold"
|
||||
float3 BakedAlbedo = 0;
|
||||
float3 BakedEmission = 0;
|
||||
float3 Color = ( lerpResult219 * IN.ase_color ).rgb;
|
||||
float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
|
||||
float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
float AlphaClipThresholdShadow = 0.5;
|
||||
|
||||
@@ -489,18 +455,13 @@ Shader "Soullies/hold"
|
||||
#endif
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODFadeCrossFade( IN.positionCS );
|
||||
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
||||
#endif
|
||||
|
||||
#ifdef ASE_FOG
|
||||
Color = MixFog( Color, IN.fogFactor );
|
||||
#endif
|
||||
|
||||
#ifdef _WRITE_RENDERING_LAYERS
|
||||
uint renderingLayers = GetMeshRenderingLayer();
|
||||
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
|
||||
#endif
|
||||
|
||||
return half4( Color, Alpha );
|
||||
}
|
||||
ENDHLSL
|
||||
@@ -519,17 +480,12 @@ Shader "Soullies/hold"
|
||||
ColorMask 0
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140009
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||||
|
||||
@@ -538,21 +494,11 @@ Shader "Soullies/hold"
|
||||
|
||||
#define SHADERPASS SHADERPASS_SHADOWCASTER
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
#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"
|
||||
|
||||
#if defined(LOD_FADE_CROSSFADE)
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||||
#endif
|
||||
|
||||
#define ASE_NEEDS_VERT_NORMAL
|
||||
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||||
|
||||
@@ -583,13 +529,14 @@ Shader "Soullies/hold"
|
||||
float4 _IN;
|
||||
float4 _OUT;
|
||||
float4 _LINE;
|
||||
float _ZWrite;
|
||||
float _IOR_ins;
|
||||
float _edge;
|
||||
float _roll_speed;
|
||||
float _line_angle;
|
||||
float _line_density;
|
||||
float _line_width;
|
||||
float _alpha;
|
||||
float _MainAlpha;
|
||||
#ifdef ASE_TESSELLATION
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
@@ -666,7 +613,6 @@ Shader "Soullies/hold"
|
||||
#endif
|
||||
|
||||
o.positionCS = positionCS;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
@@ -781,7 +727,7 @@ Shader "Soullies/hold"
|
||||
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
|
||||
|
||||
|
||||
float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
|
||||
float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
float AlphaClipThresholdShadow = 0.5;
|
||||
|
||||
@@ -794,7 +740,7 @@ Shader "Soullies/hold"
|
||||
#endif
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODFadeCrossFade( IN.positionCS );
|
||||
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
@@ -814,36 +760,21 @@ Shader "Soullies/hold"
|
||||
AlphaToMask Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140009
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
#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"
|
||||
|
||||
#if defined(LOD_FADE_CROSSFADE)
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||||
#endif
|
||||
|
||||
#define ASE_NEEDS_VERT_NORMAL
|
||||
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||||
|
||||
@@ -875,13 +806,14 @@ Shader "Soullies/hold"
|
||||
float4 _IN;
|
||||
float4 _OUT;
|
||||
float4 _LINE;
|
||||
float _ZWrite;
|
||||
float _IOR_ins;
|
||||
float _edge;
|
||||
float _roll_speed;
|
||||
float _line_angle;
|
||||
float _line_density;
|
||||
float _line_width;
|
||||
float _alpha;
|
||||
float _MainAlpha;
|
||||
#ifdef ASE_TESSELLATION
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
@@ -1054,7 +986,7 @@ Shader "Soullies/hold"
|
||||
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
|
||||
|
||||
|
||||
float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
|
||||
float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
|
||||
#ifdef _ALPHATEST_ON
|
||||
@@ -1062,7 +994,7 @@ Shader "Soullies/hold"
|
||||
#endif
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODFadeCrossFade( IN.positionCS );
|
||||
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
@@ -1080,15 +1012,10 @@ Shader "Soullies/hold"
|
||||
AlphaToMask Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140009
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
@@ -1097,30 +1024,11 @@ Shader "Soullies/hold"
|
||||
#define ATTRIBUTES_NEED_TANGENT
|
||||
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
#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.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
@@ -1148,13 +1056,14 @@ Shader "Soullies/hold"
|
||||
float4 _IN;
|
||||
float4 _OUT;
|
||||
float4 _LINE;
|
||||
float _ZWrite;
|
||||
float _IOR_ins;
|
||||
float _edge;
|
||||
float _roll_speed;
|
||||
float _line_angle;
|
||||
float _line_density;
|
||||
float _line_width;
|
||||
float _alpha;
|
||||
float _MainAlpha;
|
||||
#ifdef ASE_TESSELLATION
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
@@ -1316,7 +1225,7 @@ Shader "Soullies/hold"
|
||||
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
|
||||
|
||||
|
||||
surfaceDescription.Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
|
||||
surfaceDescription.Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
|
||||
surfaceDescription.AlphaClipThreshold = 0.5;
|
||||
|
||||
#if _ALPHATEST_ON
|
||||
@@ -1343,15 +1252,10 @@ Shader "Soullies/hold"
|
||||
AlphaToMask Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140009
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
@@ -1361,37 +1265,14 @@ Shader "Soullies/hold"
|
||||
|
||||
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
#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.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
#if defined(LOD_FADE_CROSSFADE)
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||||
#endif
|
||||
|
||||
#define ASE_NEEDS_VERT_NORMAL
|
||||
|
||||
|
||||
@@ -1416,13 +1297,14 @@ Shader "Soullies/hold"
|
||||
float4 _IN;
|
||||
float4 _OUT;
|
||||
float4 _LINE;
|
||||
float _ZWrite;
|
||||
float _IOR_ins;
|
||||
float _edge;
|
||||
float _roll_speed;
|
||||
float _line_angle;
|
||||
float _line_density;
|
||||
float _line_width;
|
||||
float _alpha;
|
||||
float _MainAlpha;
|
||||
#ifdef ASE_TESSELLATION
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
@@ -1581,7 +1463,7 @@ Shader "Soullies/hold"
|
||||
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
|
||||
|
||||
|
||||
surfaceDescription.Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
|
||||
surfaceDescription.Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
|
||||
surfaceDescription.AlphaClipThreshold = 0.5;
|
||||
|
||||
#if _ALPHATEST_ON
|
||||
@@ -1612,21 +1494,12 @@ Shader "Soullies/hold"
|
||||
ZWrite On
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140009
|
||||
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
||||
|
||||
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
@@ -1637,37 +1510,14 @@ Shader "Soullies/hold"
|
||||
|
||||
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
#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.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
#if defined(LOD_FADE_CROSSFADE)
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
struct VertexInput
|
||||
@@ -1692,13 +1542,14 @@ Shader "Soullies/hold"
|
||||
float4 _IN;
|
||||
float4 _OUT;
|
||||
float4 _LINE;
|
||||
float _ZWrite;
|
||||
float _IOR_ins;
|
||||
float _edge;
|
||||
float _roll_speed;
|
||||
float _line_angle;
|
||||
float _line_density;
|
||||
float _line_width;
|
||||
float _alpha;
|
||||
float _MainAlpha;
|
||||
#ifdef ASE_TESSELLATION
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
@@ -1837,12 +1688,7 @@ Shader "Soullies/hold"
|
||||
}
|
||||
#endif
|
||||
|
||||
void frag( VertexOutput IN
|
||||
, out half4 outNormalWS : SV_Target0
|
||||
#ifdef _WRITE_RENDERING_LAYERS
|
||||
, out float4 outRenderingLayers : SV_Target1
|
||||
#endif
|
||||
)
|
||||
half4 frag(VertexOutput IN ) : SV_TARGET
|
||||
{
|
||||
float4 ClipPos = IN.clipPosV;
|
||||
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
|
||||
@@ -1860,7 +1706,7 @@ Shader "Soullies/hold"
|
||||
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
|
||||
|
||||
|
||||
float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
|
||||
float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
|
||||
#if _ALPHATEST_ON
|
||||
@@ -1868,24 +1714,12 @@ Shader "Soullies/hold"
|
||||
#endif
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODFadeCrossFade( IN.positionCS );
|
||||
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
||||
#endif
|
||||
|
||||
#if defined(_GBUFFER_NORMALS_OCT)
|
||||
float3 normalWS = normalize(IN.normalWS);
|
||||
float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms
|
||||
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1]
|
||||
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1]
|
||||
outNormalWS = half4(packedNormalWS, 0.0);
|
||||
#else
|
||||
float3 normalWS = IN.normalWS;
|
||||
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
||||
#endif
|
||||
float3 normalWS = IN.normalWS;
|
||||
|
||||
#ifdef _WRITE_RENDERING_LAYERS
|
||||
uint renderingLayers = GetMeshRenderingLayer();
|
||||
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
|
||||
#endif
|
||||
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
@@ -1921,8 +1755,9 @@ Node;AmplifyShaderEditor.Compare;203;-640,224;Inherit;False;4;4;0;FLOAT;0;False;
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode;206;-102.1213,328.8957;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.ColorNode;88;112,288;Inherit;False;Property;_OUT;OUT;2;1;[HDR];Create;True;0;0;0;False;0;False;1,1,1,1;0.8055493,2.033361,2.996078,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.ColorNode;87;64,-32;Inherit;False;Property;_IN;IN;1;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,1;0.007843138,0.01960784,0.04313726,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;222;560,784;Inherit;False;Property;_MainAlpha;MainAlpha;8;0;Create;True;0;0;0;False;0;False;0;1;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.LerpOp;86;480,160;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;222;800,672;Inherit;False;Property;_alpha;alpha;8;0;Create;True;0;0;0;False;0;False;0;1;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TFHCRemapNode;231;752,800;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;-1;False;4;FLOAT;1;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode;223;1008,640;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.VertexColorNode;92;880,384;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;212;-975.5806,641.2566;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
@@ -1942,19 +1777,20 @@ Node;AmplifyShaderEditor.SimpleAddOpNode;208;-1216,560;Inherit;False;2;2;0;FLOAT
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;211;-1424,656;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TextureCoordinatesNode;209;-1936,624;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;227;-1824,896;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;228;-1984,976;Inherit;False;Property;_roll_speed;roll_speed;9;0;Create;True;0;0;0;False;0;False;0;0.2;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode;230;-1696,752;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleTimeNode;225;-2000,880;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;19;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;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;21;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;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;22;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;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;True;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
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;23;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;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;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;24;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Universal2D;0;5;Universal2D;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;1;False;;0;False;;0;1;False;;0;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;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;25;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;SceneSelectionPass;0;6;SceneSelectionPass;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;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;26;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ScenePickingPass;0;7;ScenePickingPass;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;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;27;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormals;0;8;DepthNormals;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;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;28;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormalsOnly;0;9;DepthNormalsOnly;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;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;True;9;d3d11;metal;vulkan;xboxone;xboxseries;playstation;ps4;ps5;switch;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;20;1232,192;Float;False;True;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;Soullies/hold;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;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;22;Surface;1;638880746015847296; Blend;0;0;Two Sided;1;638882497197827444;Forward Only;0;0;Cast Shadows;1;0; Use Shadow Threshold;0;0;Receive Shadows;1;0;GPU Instancing;1;0;LOD CrossFade;1;0;Built-in Fog;1;0;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;Vertex Position,InvertActionOnDeselection;1;0;0;10;False;True;True;True;False;False;True;True;True;False;False;;False;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;228;-1984,976;Inherit;False;Property;_roll_speed;roll_speed;9;0;Create;True;0;0;0;False;0;False;0;0.2;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;233;1184,16;Float;False;Property;_ZWrite;ZWrite;10;1;[Toggle];Create;True;0;0;0;True;0;False;0;0;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;19;1072,-32;Float;False;False;-1;2;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;21;1072,-32;Float;False;False;-1;2;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;22;1072,-32;Float;False;False;-1;2;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;True;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
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mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 1
|
||||
sRGBTexture: 1
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapsPreserveCoverage: 0
|
||||
alphaTestReferenceValue: 0.5
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
flipGreenChannel: 0
|
||||
isReadable: 0
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
vTOnly: 0
|
||||
ignoreMipmapLimit: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
cubemapConvolution: 0
|
||||
seamlessCubemap: 0
|
||||
textureFormat: 1
|
||||
maxTextureSize: 2048
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: 1
|
||||
aniso: 1
|
||||
mipBias: 0
|
||||
wrapU: 0
|
||||
wrapV: 0
|
||||
wrapW: 0
|
||||
nPOTScale: 1
|
||||
lightmap: 0
|
||||
compressionQuality: 50
|
||||
spriteMode: 0
|
||||
spriteExtrude: 1
|
||||
spriteMeshType: 1
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spritePixelsToUnits: 100
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spriteGenerateFallbackPhysicsShape: 1
|
||||
alphaUsage: 1
|
||||
alphaIsTransparency: 1
|
||||
spriteTessellationDetail: -1
|
||||
textureType: 0
|
||||
textureShape: 1
|
||||
singleChannelComponent: 0
|
||||
flipbookRows: 1
|
||||
flipbookColumns: 1
|
||||
maxTextureSizeSet: 0
|
||||
compressionQualitySet: 0
|
||||
textureFormatSet: 0
|
||||
ignorePngGamma: 0
|
||||
applyGammaDecoding: 0
|
||||
swizzle: 50462976
|
||||
cookieLightType: 0
|
||||
platformSettings:
|
||||
- serializedVersion: 3
|
||||
buildTarget: DefaultTexturePlatform
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Standalone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Server
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID:
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
nameFileIdTable: {}
|
||||
mipmapLimitGroupName:
|
||||
pSDRemoveMatte: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user