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

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// 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
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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Tags { "LightMode"="Universal2D" }
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ColorMask RGBA
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#define ASE_SRP_VERSION 140011
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define SHADERPASS SHADERPASS_SPRITEUNLIT
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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"
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CBUFFER_START( UnityPerMaterial )
float4 _MainTex_ST;
float4 _Color;
float _RadialFillAmount;
CBUFFER_END
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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
};
#if ETC1_EXTERNAL_ALPHA
TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
float _EnableAlphaTexture;
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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o.positionWS = vertexInput.positionWS;
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UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
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InitializeInputData(IN.positionWS.xy, half2(IN.texCoord0.xy), inputData);
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SETUP_DEBUG_DATA_2D(inputData, IN.positionWS);
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{
return debugColor;
}
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#pragma fragment frag
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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"
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float4 _MainTex_ST;
float4 _Color;
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struct VertexInput
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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;
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{
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UNITY_SETUP_INSTANCE_ID( v );
UNITY_TRANSFER_INSTANCE_ID( v, o );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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UNITY_SETUP_INSTANCE_ID( IN );
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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 );
#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;
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#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
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#define SCENESELECTIONPASS 1
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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"
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;
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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
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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
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#else
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VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(v.positionOS);
o.positionCS = TransformWorldToHClip(positionWS);
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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 ) );
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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
Version=19501
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WireConnection;10;0;6;0
@@ -628,4 +634,4 @@ WireConnection;21;0;14;0
WireConnection;21;1;31;0
WireConnection;46;1;21;0
ASEEND*/
//CHKSM=917D3EA6A6EC5810E40C08DE02DAAE07B356CD36
//CHKSM=9B261206D5ECC659CAE607754FAE66AA556FA1C2