Chapter 2初步

This commit is contained in:
SoulliesOfficial
2025-04-19 13:07:43 -04:00
parent f16ecbfbcf
commit bb88c2a77c
75 changed files with 6734 additions and 46 deletions

View File

@@ -11,10 +11,10 @@ Material:
m_Shader: {fileID: 4800000, guid: 44e8d6dab1446644688189717537509a, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords:
- _EMISSION_ON
m_ValidKeywords: []
m_InvalidKeywords:
- _RECEIVE_SHADOWS_OFF
- _ZWRITE_ON
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 1
@@ -128,7 +128,7 @@ Material:
- _DistortionStrengthScaled: 0
- _DstBlend: 0
- _DstBlendAlpha: 0
- _Emission: 1
- _Emission: 0
- _EmissionEnabled: 0
- _EnableExternalAlpha: 0
- _EnvironmentReflections: 1
@@ -170,7 +170,7 @@ Material:
- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0}
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _Flip: {r: 1, g: 1, b: 1, a: 1}
- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}

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@@ -15,7 +15,8 @@ Material:
m_InvalidKeywords:
- _FLIPBOOKBLENDING_OFF
- _RECEIVE_SHADOWS_OFF
m_LightmapFlags: 0
- _ZWRITE_ON
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 1
m_CustomRenderQueue: -1

View File

@@ -113,25 +113,25 @@ namespace Ichni.RhythmGame
var trackRendererAutoOrientButton =
inspector.GenerateButton(this, trackRendererSubcontainer, "Track Renderer Auto Orient", () =>
{
trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(this, false, 0);
trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(this, false, 0, true);
inspectorMain.SetInspector(this);
});
var trackRendererPathGeneratorButton =
inspector.GenerateButton(this, trackRendererSubcontainer, "Track Renderer Path Generator", () =>
{
trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(this, false, 0);
trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(this, false, 0, true);
inspectorMain.SetInspector(this);
});
var trackRenderTubeGeneratorButton =
inspector.GenerateButton(this, trackRendererSubcontainer, "Track Renderer Tube Generator", () =>
{
trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(this, false, 0, 4);
trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(this, false, 0, true, 4);
inspectorMain.SetInspector(this);
});
var trackRendererSurfaceButton =
inspector.GenerateButton(this, trackRendererSubcontainer, "Track Renderer Surface", () =>
{
trackRendererSubmodule = new TrackRendererSubmoduleSurface(this, false, 0);
trackRendererSubmodule = new TrackRendererSubmoduleSurface(this, false, 0, true);
inspectorMain.SetInspector(this);
});
@@ -174,10 +174,10 @@ namespace Ichni.RhythmGame
new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
}); //旋转
var scaleButton = inspector.GenerateButton(this, animationSubcontainer, "Scale", () =>
{
Swirl.GenerateElement("New Scale", Guid.NewGuid(), new List<string>(), true, this,
new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
}); //缩放
{
Swirl.GenerateElement("New Scale", Guid.NewGuid(), new List<string>(), true, this,
new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
}); //缩放
if (trackPathSubmodule != null)
{
trackPathButton.button.interactable = false;

View File

@@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TrackExtraModifier : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 04670c6ef20b0154d8da910c6b5b6189
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -21,14 +21,16 @@ namespace Ichni.RhythmGame
public string materialName;
public bool enableEmission;
public float emissionIntensity;
public bool zWrite;
public TrackRendererSubmodule(Track track, bool enableEmission, float emissionIntensity) : base(track)
public TrackRendererSubmodule(Track track, bool enableEmission, float emissionIntensity, bool zWrite) : base(track)
{
this.track.trackRendererSubmodule = this;
this.enableEmission = enableEmission;
this.emissionIntensity = emissionIntensity;
this.materialThemeBundleName = String.Empty;
this.materialName = String.Empty;
this.zWrite = zWrite;
}
public void ApplyMaterial(string materialThemeBundleName, string materialName)
@@ -45,6 +47,7 @@ namespace Ichni.RhythmGame
public override void Refresh()
{
SetEnableZWrite();
SetEnableEmission();
SetEmissionIntensity();
@@ -74,6 +77,10 @@ namespace Ichni.RhythmGame
var container = inspector.GenerateContainer("Track Renderer Auto Orient");
var zWriteSettings = container.GenerateSubcontainer(3);
var zWriteToggle =
inspector.GenerateToggle(this, zWriteSettings, "Enable ZWrite", nameof(zWrite))
.AddListenerFunction(SetEnableZWrite);
var emissionSettings = container.GenerateSubcontainer(3);
var enableEmissionToggle =
inspector.GenerateToggle(this, emissionSettings, "Enable Emission", nameof(enableEmission))
@@ -81,7 +88,7 @@ namespace Ichni.RhythmGame
var emissionIntensityInputField =
inspector.GenerateInputField(this, emissionSettings, "Emission Intensity", nameof(emissionIntensity))
.AddListenerFunction(SetEmissionIntensity);
var materialSettings = container.GenerateSubcontainer(3);
var themeBundleDropdown = inspector
.GenerateDropdown(this, materialSettings, "Theme Bundle", ThemeBundleManager.instance.selectedThemeBundleList, nameof(materialThemeBundleName))
@@ -116,6 +123,11 @@ namespace Ichni.RhythmGame
meshRenderer.material.SetInt("_Emission", enableEmission ? 1 : 0);
}
protected void SetEnableZWrite()
{
meshRenderer.material.SetInt("_ZWrite", zWrite ? 1 : 0);
}
protected void SetEmissionIntensity()
{
meshRenderer.material.SetColor("_EmissionColor", Color.white * Mathf.Pow(2, emissionIntensity));
@@ -128,8 +140,8 @@ namespace Ichni.RhythmGame
{
public SplineRenderer splineRenderer;
public TrackRendererSubmoduleAutoOrient(Track track, bool enableEmission, float emissionIntensity, Material material = null) :
base(track, enableEmission, emissionIntensity)
public TrackRendererSubmoduleAutoOrient(Track track, bool enableEmission, float emissionIntensity, bool zWrite, Material material = null) :
base(track, enableEmission, emissionIntensity, zWrite)
{
this.splineRenderer = track.AddComponent<SplineRenderer>();
this.meshRenderer = splineRenderer.GetComponent<MeshRenderer>();
@@ -157,6 +169,7 @@ namespace Ichni.RhythmGame
public string materialName;
public bool enableEmission;
public float emissionIntensity;
public bool zWrite;
public TrackRendererSubmoduleAutoOrient_BM()
{
@@ -176,7 +189,7 @@ namespace Ichni.RhythmGame
{
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(track, enableEmission, emissionIntensity);
track.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(track, enableEmission, emissionIntensity, zWrite);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
@@ -186,7 +199,7 @@ namespace Ichni.RhythmGame
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(track, enableEmission, emissionIntensity);
track.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(track, enableEmission, emissionIntensity, zWrite);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
@@ -203,8 +216,8 @@ namespace Ichni.RhythmGame
{
public PathGenerator pathGenerator;
public TrackRendererSubmodulePathGenerator(Track track, bool enableEmission, float emissionIntensity, Material material = null) :
base(track, enableEmission, emissionIntensity)
public TrackRendererSubmodulePathGenerator(Track track, bool enableEmission, float emissionIntensity, bool zWrite, Material material = null) :
base(track, enableEmission, emissionIntensity, zWrite)
{
this.pathGenerator = track.AddComponent<PathGenerator>();
this.meshRenderer = pathGenerator.GetComponent<MeshRenderer>();
@@ -232,6 +245,7 @@ namespace Ichni.RhythmGame
public string materialName;
public bool enableEmission;
public float emissionIntensity;
public bool zWrite;
public TrackRendererSubmodulePathGenerator_BM()
{
@@ -251,7 +265,7 @@ namespace Ichni.RhythmGame
{
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(track, enableEmission, emissionIntensity);
track.trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(track, enableEmission, emissionIntensity, zWrite);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
@@ -261,7 +275,7 @@ namespace Ichni.RhythmGame
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(track, enableEmission, emissionIntensity);
track.trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(track, enableEmission, emissionIntensity, zWrite);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
@@ -279,8 +293,9 @@ namespace Ichni.RhythmGame
public TubeGenerator tubeGenerator;
public int sideCount;
public TrackRendererSubmoduleTubeGenerator(Track track, bool enableEmission, float emissionIntensity, int sideCount, Material material = null) :
base(track, enableEmission, emissionIntensity)
public TrackRendererSubmoduleTubeGenerator(Track track, bool enableEmission, float emissionIntensity, bool zWrite,
int sideCount, Material material = null) :
base(track, enableEmission, emissionIntensity, zWrite)
{
this.sideCount = sideCount;
@@ -325,6 +340,7 @@ namespace Ichni.RhythmGame
public string materialName;
public bool enableEmission;
public float emissionIntensity;
public bool zWrite;
public int sideCount;
public TrackRendererSubmoduleTubeGenerator_BM()
@@ -346,7 +362,7 @@ namespace Ichni.RhythmGame
{
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(track, enableEmission, emissionIntensity, sideCount);
track.trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(track, enableEmission, emissionIntensity, zWrite, sideCount);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
@@ -356,7 +372,7 @@ namespace Ichni.RhythmGame
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(track, enableEmission, emissionIntensity, sideCount);
track.trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(track, enableEmission, emissionIntensity, zWrite, sideCount);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
@@ -373,8 +389,8 @@ namespace Ichni.RhythmGame
{
public SurfaceGenerator surface;
public TrackRendererSubmoduleSurface(Track track, bool enableEmission, float emissionIntensity, Material material = null) :
base(track, enableEmission, emissionIntensity)
public TrackRendererSubmoduleSurface(Track track, bool enableEmission, float emissionIntensity, bool zWrite, Material material = null) :
base(track, enableEmission, emissionIntensity, zWrite)
{
this.surface = track.AddComponent<SurfaceGenerator>();
this.meshRenderer = surface.GetComponent<MeshRenderer>();
@@ -402,6 +418,7 @@ namespace Ichni.RhythmGame
public string materialName;
public bool enableEmission;
public float emissionIntensity;
public bool zWrite;
public TrackRendererSubmoduleSurface_BM()
{
@@ -421,7 +438,7 @@ namespace Ichni.RhythmGame
{
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackRendererSubmodule = new TrackRendererSubmoduleSurface(track, enableEmission, emissionIntensity);
track.trackRendererSubmodule = new TrackRendererSubmoduleSurface(track, enableEmission, emissionIntensity, zWrite);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
@@ -431,7 +448,7 @@ namespace Ichni.RhythmGame
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackRendererSubmodule = new TrackRendererSubmoduleSurface(track, enableEmission, emissionIntensity);
track.trackRendererSubmodule = new TrackRendererSubmoduleSurface(track, enableEmission, emissionIntensity, zWrite);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);

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@@ -86,6 +86,8 @@ namespace Ichni.Editor
positionText.Key.transform.position = positionText.Value + new Vector3(gridScale / 6, 0, gridScale / 12);
float scaleFactor = gridScale * 1.5f;
positionText.Key.transform.localScale = new Vector3(scaleFactor, scaleFactor, scaleFactor);
Vector3 direction = EditorManager.instance.cameraManager.currentCamera.transform.position - positionText.Key.transform.position;
positionText.Key.transform.forward = -direction.normalized;
}
}
}

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@@ -0,0 +1,575 @@
// Made with Amplify Shader Editor v1.9.5.1
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Soullies/FillAmount"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
_MainTex("MainTex", 2D) = "white" {}
_RadialFillAmount("RadialFillAmount", Range( 0 , 1)) = 0
_Color("Color", Color) = (1,1,1,1)
[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" }
Cull Off
HLSLINCLUDE
#pragma target 2.0
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
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#pragma vertex vert
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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float4 _MainTex_ST;
float4 _Color;
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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
};
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TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
float _EnableAlphaTexture;
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float4 _RendererColor;
VertexOutput vert( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
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UNITY_TRANSFER_INSTANCE_ID( v, o );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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v.tangent.xyz = v.tangent.xyz;
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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 );
float2 break10 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
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SurfaceData2D surfaceData;
InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
InputData2D inputData;
InitializeInputData(IN.positionWS.xy, half2(IN.texCoord0.xy), inputData);
half4 debugColor = 0;
SETUP_DEBUG_DATA_2D(inputData, IN.positionWS);
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return debugColor;
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return Color;
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{
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#define ASE_SRP_VERSION 140011
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define SHADERPASS SHADERPASS_SPRITEFORWARD
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#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"
sampler2D _MainTex;
CBUFFER_START( UnityPerMaterial )
float4 _MainTex_ST;
float4 _Color;
float _RadialFillAmount;
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
float4 _RendererColor;
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 );
float2 break10 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float4 Color = ( ( ( atan2( break10.x , break10.y ) + 3.141593 ) / 6.283185 ) < _RadialFillAmount ? ( tex2D( _MainTex, uv_MainTex ) * _Color ) : float4( 0,0,0,0 ) );
#if ETC1_EXTERNAL_ALPHA
float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
#endif
#if defined(DEBUG_DISPLAY)
SurfaceData2D surfaceData;
InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
InputData2D inputData;
InitializeInputData(IN.positionWS.xy, half2(IN.texCoord0.xy), inputData);
half4 debugColor = 0;
SETUP_DEBUG_DATA_2D(inputData, IN.positionWS);
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{
return debugColor;
}
#endif
Color *= IN.color * _RendererColor;
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"
sampler2D _MainTex;
CBUFFER_START( UnityPerMaterial )
float4 _MainTex_ST;
float4 _Color;
float _RadialFillAmount;
CBUFFER_END
struct VertexInput
{
float3 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
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;
//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
{
float2 break10 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) );
float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float4 Color = ( ( ( atan2( break10.x , break10.y ) + 3.141593 ) / 6.283185 ) < _RadialFillAmount ? ( tex2D( _MainTex, uv_MainTex ) * _Color ) : float4( 0,0,0,0 ) );
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"
sampler2D _MainTex;
CBUFFER_START( UnityPerMaterial )
float4 _MainTex_ST;
float4 _Color;
float _RadialFillAmount;
CBUFFER_END
struct VertexInput
{
float3 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
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;
//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
{
float2 break10 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) );
float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float4 Color = ( ( ( atan2( break10.x , break10.y ) + 3.141593 ) / 6.283185 ) < _RadialFillAmount ? ( tex2D( _MainTex, uv_MainTex ) * _Color ) : float4( 0,0,0,0 ) );
half4 outColor = _SelectionID;
return outColor;
}
ENDHLSL
}
}
CustomEditor "ASEMaterialInspector"
Fallback "Hidden/InternalErrorShader"
}
/*ASEBEGIN
Version=19501
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Node;AmplifyShaderEditor.TexCoordVertexDataNode;5;-864,-320;Inherit;False;0;2;0;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleSubtractOpNode;7;-624,-256;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;11;-192,-224;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;3.141593;False;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode;1;-480,96;Inherit;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.ColorNode;2;-400,304;Inherit;False;Property;_Color;Color;2;0;Create;True;0;0;0;False;0;False;1,1,1,1;1,1,1,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;4;-80,208;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.Compare;13;144,-112;Inherit;False;4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;33;672,-64;Float;False;True;-1;2;ASEMaterialInspector;0;15;Soullies/FillAmount;cf964e524c8e69742b1d21fbe2ebcc4a;True;Sprite Unlit;0;0;Sprite Unlit;4;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;3;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;0;True;12;all;0;False;True;2;5;False;;10;False;;3;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;Hidden/InternalErrorShader;0;0;Standard;3;Vertex Position;1;0;Debug Display;0;0;External Alpha;0;0;0;4;True;True;True;True;False;;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;35;672,-64;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;cf964e524c8e69742b1d21fbe2ebcc4a;True;SceneSelectionPass;0;2;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;0;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;36;672,-64;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;cf964e524c8e69742b1d21fbe2ebcc4a;True;ScenePickingPass;0;3;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;0;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
WireConnection;7;0;5;0
WireConnection;7;1;6;0
WireConnection;10;0;7;0
WireConnection;9;0;10;0
WireConnection;9;1;10;1
WireConnection;11;0;9;0
WireConnection;12;0;11;0
WireConnection;4;0;1;0
WireConnection;4;1;2;0
WireConnection;13;0;12;0
WireConnection;13;1;3;0
WireConnection;13;2;4;0
WireConnection;33;1;13;0
ASEEND*/
//CHKSM=16EB360EF79593D4D3C0EC63242823D111ADB342

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: efc9cf6e300dc8b4bbd9d46924a071da
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -10,6 +10,7 @@ Shader "Soullies/TrackShader"
[HDR]_EmissionColor("EmissionColor", Color) = (0,0,0,0)
[Toggle(_USEREDASALPHA_ON)] _UseRedAsAlpha("UseRedAsAlpha", Float) = 1
[Toggle(_EMISSION_ON)] _Emission("Emission", Float) = 0
[Toggle]_ZWrite("ZWrite", Range( 0 , 1)) = 1
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
@@ -43,7 +44,7 @@ Shader "Soullies/TrackShader"
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
ZWrite [_ZWrite]
Offset 0 , 0
ColorMask RGBA
@@ -79,6 +80,7 @@ Shader "Soullies/TrackShader"
float4 _MainTexture_ST;
float4 _BaseColor;
float4 _EmissionColor;
float _ZWrite;
CBUFFER_END
@@ -201,7 +203,7 @@ Shader "Soullies/TrackShader"
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
ZWrite [_ZWrite]
Offset 0 , 0
ColorMask RGBA
@@ -237,6 +239,7 @@ Shader "Soullies/TrackShader"
float4 _MainTexture_ST;
float4 _BaseColor;
float4 _EmissionColor;
float _ZWrite;
CBUFFER_END
@@ -393,6 +396,7 @@ Shader "Soullies/TrackShader"
float4 _MainTexture_ST;
float4 _BaseColor;
float4 _EmissionColor;
float _ZWrite;
CBUFFER_END
@@ -515,6 +519,7 @@ Shader "Soullies/TrackShader"
float4 _MainTexture_ST;
float4 _BaseColor;
float4 _EmissionColor;
float _ZWrite;
CBUFFER_END
@@ -599,18 +604,19 @@ Shader "Soullies/TrackShader"
}
/*ASEBEGIN
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