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37093
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37093
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[Header(Base)]
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[Header(Shadow)]
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UNITY_VERTEX_INPUT_INSTANCE_ID // Instancing ID
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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _ShadowColor)
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UNITY_DEFINE_INSTANCED_PROP(float4, _FakeLightDir)
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UNITY_DEFINE_INSTANCED_PROP(float, _ShadowThreshold)
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UNITY_DEFINE_INSTANCED_PROP(float, _ShadowSmoothness)
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UNITY_DEFINE_INSTANCED_PROP(float, _UseWorldLight)
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UNITY_INSTANCING_BUFFER_END(Props)
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v2f vert (appdata v) {
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(o, v);
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float3 fakeDir = normalize(UNITY_ACCESS_INSTANCED_PROP(Props, _FakeLightDir).xyz);
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// 用lerp实现分支
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return o;
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UNITY_SETUP_INSTANCE_ID(i);
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// 获取属性
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float smoothness = UNITY_ACCESS_INSTANCED_PROP(Props, _ShadowSmoothness);
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fixed4 texCol = tex2D(_MainTex, i.uv) * mainColor;
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// 改进2:更平滑且可控的阈值计算 (Smoothstep)
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// lightFactor 越大说明越直接面对光源
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float lightIntensity = smoothstep(threshold, threshold + smoothness, i.lightFactor);
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// 改进3:基于光照强度的颜色插值 (Lerp)
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// 0 (背光) -> ShadowColor
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// 1 (受光) -> Texture Color
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fixed3 finalRGB = lerp(shadowColor.rgb * texCol.rgb, texCol.rgb, lightIntensity);
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return fixed4(finalRGB, texCol.a);
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}
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ENDCG
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}
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FallBack "VertexLit"
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2505
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2505
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m_RayTraceProcedural: 0
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m_RayTracingAccelStructBuildFlags: 1
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m_SmallMeshCulling: 1
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m_ForceMeshLod: -1
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m_MeshLodSelectionBias: 0
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--- !u!114 &3515272920379503278
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MonoBehaviour:
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public override void Refresh()
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{
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base.Refresh();
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if (shadowRenderer == null || shadowRenderer.material == null) return;
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var mat = shadowRenderer.material;
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MaterialPropertyBlock materialPropertyBlock = new MaterialPropertyBlock();
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materialPropertyBlock.SetColor("_Color", colorSubmodule.currentBaseColor);
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materialPropertyBlock.SetColor("_ShadowColor", colorSubmodule.currentEmissionColor);
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materialPropertyBlock.SetFloat("_ShadowThreshold", shadowThreshold);
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materialPropertyBlock.SetFloat("_ShadowSmoothness", shadowSmoothness);
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materialPropertyBlock.SetVector("_FakeLightDir", new Vector4(fakeLightDir.x, fakeLightDir.y, fakeLightDir.z, 0));
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materialPropertyBlock.SetFloat("_UseWorldLight", useWorldLight ? 1 : 0);
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shadowRenderer.SetPropertyBlock(materialPropertyBlock);
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Material material = shadowRenderer.material;
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material.SetColor("_Color", colorSubmodule.currentBaseColor);
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material.SetColor("_ShadowColor", colorSubmodule.currentEmissionColor);
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material.SetFloat("_ShadowThreshold", shadowThreshold);
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material.SetFloat("_ShadowSmoothness", shadowSmoothness);
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material.SetVector("_FakeLightDir", new Vector4(fakeLightDir.x, fakeLightDir.y, fakeLightDir.z, 0));
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if (useWorldLight) material.EnableKeyword("_USEWORLDLIGHT");
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else material.DisableKeyword("_USEWORLDLIGHT");
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}
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// 可选:在属性变更时自动刷新
|
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|
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26
IchniCreatorStudio.slnx
Normal file
26
IchniCreatorStudio.slnx
Normal file
@@ -0,0 +1,26 @@
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<Solution>
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<Project Path="Assembly-CSharp-firstpass.csproj" />
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<Project Path="Assembly-CSharp.csproj" />
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<Project Path="UniRx.csproj" />
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<Project Path="AmplifyShaderEditor.csproj" />
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<Project Path="Assembly-CSharp-Editor.csproj" />
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<Project Path="CW.Common.csproj" />
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<Project Path="Assembly-CSharp-Editor-firstpass.csproj" />
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<Project Path="com.xuanxuan.render.utility.Editor.csproj" />
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<Project Path="LeanPool.csproj" />
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<Project Path="Sirenix.OdinInspector.Modules.UnityMathematics.csproj" />
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<Project Path="IngameDebugConsole.Editor.csproj" />
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<Project Path="com.xuanxuan.render.utility.csproj" />
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<Project Path="com.xuanxuan.nb.shaders.csproj" />
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</Solution>
|
||||
Reference in New Issue
Block a user