Chapter 2初步
This commit is contained in:
140
Assets/Shaders/FillAmount.mat
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140
Assets/Shaders/FillAmount.mat
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Assets/Shaders/FillAmount.mat.meta
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Assets/Shaders/FillAmount.mat.meta
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575
Assets/Shaders/FillAmount.shader
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575
Assets/Shaders/FillAmount.shader
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@@ -0,0 +1,575 @@
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// Made with Amplify Shader Editor v1.9.5.1
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Soullies/FillAmount"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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_MainTex("MainTex", 2D) = "white" {}
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_RadialFillAmount("RadialFillAmount", Range( 0 , 1)) = 0
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_Color("Color", Color) = (1,1,1,1)
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" }
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Cull Off
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HLSLINCLUDE
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#pragma target 2.0
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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ENDHLSL
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Pass
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{
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Name "Sprite Unlit"
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Tags { "LightMode"="Universal2D" }
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZTest LEqual
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ZWrite Off
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define ASE_SRP_VERSION 140011
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#pragma vertex vert
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#pragma fragment frag
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define SHADERPASS SHADERPASS_SPRITEUNLIT
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.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.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
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sampler2D _MainTex;
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CBUFFER_START( UnityPerMaterial )
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float4 _MainTex_ST;
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float4 _Color;
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float _RadialFillAmount;
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CBUFFER_END
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struct VertexInput
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{
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float4 positionOS : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 uv0 : TEXCOORD0;
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float4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 positionCS : SV_POSITION;
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float4 texCoord0 : TEXCOORD0;
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float4 color : TEXCOORD1;
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float3 positionWS : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#if ETC1_EXTERNAL_ALPHA
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TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
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float _EnableAlphaTexture;
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#endif
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float4 _RendererColor;
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VertexOutput vert( VertexInput v )
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.positionOS.xyz;
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#else
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float3 defaultVertexValue = float3( 0, 0, 0 );
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#endif
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float3 vertexValue = defaultVertexValue;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.positionOS.xyz = vertexValue;
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#else
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v.positionOS.xyz += vertexValue;
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#endif
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v.normal = v.normal;
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v.tangent.xyz = v.tangent.xyz;
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VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
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o.texCoord0 = v.uv0;
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o.color = v.color;
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o.positionCS = vertexInput.positionCS;
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o.positionWS = vertexInput.positionWS;
|
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return o;
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}
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half4 frag( VertexOutput IN ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
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float2 break10 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
|
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float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
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|
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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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#if ETC1_EXTERNAL_ALPHA
|
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float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
|
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Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
|
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#endif
|
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|
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#if defined(DEBUG_DISPLAY)
|
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SurfaceData2D surfaceData;
|
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InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
|
||||
InputData2D inputData;
|
||||
InitializeInputData(IN.positionWS.xy, half2(IN.texCoord0.xy), inputData);
|
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half4 debugColor = 0;
|
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|
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SETUP_DEBUG_DATA_2D(inputData, IN.positionWS);
|
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if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
|
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{
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||||
return debugColor;
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}
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#endif
|
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||||
Color *= IN.color * _RendererColor;
|
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return Color;
|
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}
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||||
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ENDHLSL
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}
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Pass
|
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{
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Name "Sprite Unlit Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
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ZTest LEqual
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ZWrite Off
|
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define ASE_SRP_VERSION 140011
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#pragma vertex vert
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#pragma fragment frag
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define SHADERPASS SHADERPASS_SPRITEFORWARD
|
||||
|
||||
#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"
|
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#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;
|
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CBUFFER_START( UnityPerMaterial )
|
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float4 _MainTex_ST;
|
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float4 _Color;
|
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float _RadialFillAmount;
|
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CBUFFER_END
|
||||
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struct VertexInput
|
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{
|
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float4 positionOS : POSITION;
|
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float3 normal : NORMAL;
|
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float4 tangent : TANGENT;
|
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float4 uv0 : TEXCOORD0;
|
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float4 color : COLOR;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
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|
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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
|
||||
Node;AmplifyShaderEditor.Vector2Node;6;-832,-192;Inherit;False;Constant;_Vector0;Vector 0;3;0;Create;True;0;0;0;False;0;False;0.5,0.5;0,0;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
|
||||
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
|
||||
Node;AmplifyShaderEditor.BreakToComponentsNode;10;-480,-256;Inherit;False;FLOAT2;1;0;FLOAT2;0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
|
||||
Node;AmplifyShaderEditor.ATan2OpNode;9;-352,-256;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
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
|
||||
Node;AmplifyShaderEditor.SimpleDivideOpNode;12;-32,-176;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;6.283185;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;3;-208,0;Inherit;False;Property;_RadialFillAmount;RadialFillAmount;1;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
||||
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
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;34;672,-64;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;cf964e524c8e69742b1d21fbe2ebcc4a;True;Sprite Unlit Forward;0;1;Sprite Unlit Forward;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;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=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
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
|
||||
9
Assets/Shaders/FillAmount.shader.meta
Normal file
9
Assets/Shaders/FillAmount.shader.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: efc9cf6e300dc8b4bbd9d46924a071da
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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
|
||||
Node;AmplifyShaderEditor.SamplerNode;6;-992,-272;Inherit;True;Property;_MainTexture;MainTexture;0;0;Create;True;0;0;0;False;0;False;-1;None;f4c14c8a739195b49ae7277a44426f2a;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.SamplerNode;6;-992,-272;Inherit;True;Property;_MainTexture;MainTexture;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.BreakToComponentsNode;10;-672,-272;Inherit;False;COLOR;1;0;COLOR;0,0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
|
||||
Node;AmplifyShaderEditor.StaticSwitch;28;-496,-160;Inherit;False;Property;_UseRedAsAlpha;UseRedAsAlpha;3;0;Create;True;0;0;0;False;0;False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.StaticSwitch;28;-496,-160;Inherit;False;Property;_UseRedAsAlpha;UseRedAsAlpha;3;0;Create;True;0;0;0;False;0;False;0;1;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.DynamicAppendNode;13;-192,-288;Inherit;False;COLOR;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;30;-48,0;Inherit;False;Constant;_Float0;Float 0;6;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.ColorNode;8;-368,-16;Inherit;False;Property;_BaseColor;BaseColor;1;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,0;1,1,1,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.ColorNode;20;-96,128;Inherit;False;Property;_EmissionColor;EmissionColor;2;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,0;0.9999999,0.9999999,0.9999999,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.ColorNode;20;-96,128;Inherit;False;Property;_EmissionColor;EmissionColor;2;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,0;1,1,1,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;30;-48,0;Inherit;False;Constant;_Float0;Float 0;6;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;14;-16,-192;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.StaticSwitch;31;192,-16;Inherit;False;Property;_Emission;Emission;4;0;Create;True;0;0;0;False;0;False;0;0;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;21;416,-144;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;46;704,-160;Float;False;True;-1;2;ASEMaterialInspector;0;17;Soullies/TrackShader;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;3;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
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;47;704,-160;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;cf964e524c8e69742b1d21fbe2ebcc4a;True;Sprite Unlit Forward;0;1;Sprite Unlit Forward;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;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=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;51;-992,-64;Inherit;False;Property;_ZWrite;ZWrite;5;1;[Toggle];Create;True;0;0;0;True;0;False;1;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;46;704,-160;Float;False;True;-1;2;ASEMaterialInspector;0;15;Soullies/TrackShader;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;3;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;;True;True;1;True;_ZWrite;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
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;47;704,-160;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;cf964e524c8e69742b1d21fbe2ebcc4a;True;Sprite Unlit Forward;0;1;Sprite Unlit Forward;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;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;1;True;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;48;704,-160;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;49;704,-160;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;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
|
||||
Reference in New Issue
Block a user