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SoulliesOfficial 1a3d37d9b5 一些特效
2025-06-28 03:01:03 -04:00

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Shader "XuanXuan/Disturbance"
{
Properties
{
[MhGroup(Main)]_mainTex("Main", float) = 0
[MhTexture(Main)] _MaskMap("Mask Map", 2D) = "white" {}
[MhTexture(Main,_Strength,on)]_NoiseMap("Noise Map", 2D) = "white"{}
[HideInInspector]_Strength("Strength", Range(-0.2,0.2)) =0.1
[MhToggleKeyword(Main,_PARTICLE_CUSTOMDATA_ON)]_ParticleCustomDataOn("Particle customData Strength", float) = 0
[HideInInspector]_SurfaceType("surfaceType",float)=1
[HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
}
// The SubShader block containing the Shader code.
SubShader
{
// SubShader Tags define when and under which conditions a SubShader block or
// a pass is executed.
Tags
{
"RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" "Queue" = "Transparent" "IgnoreProjector" = "True"
}
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
//ZTest Always
Cull Off
HLSLPROGRAM
//gpuInstancing on
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma target 3.5 DOTS_INSTANCING_ON
#pragma shader_feature_local_fragment _PARTICLE_CUSTOMDATA_ON
#pragma enable_d3d11_debug_symbols
// This line defines the name of the vertex shader.
#pragma vertex vert
// This line defines the name of the fragment shader.
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
// This example uses the Attributes structure as an input structure in
// the vertex shader.
struct Attributes
{
float4 positionOS : POSITION;
float4 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
// The positions in this struct must have the SV_POSITION semantic.
float4 positionHCS : SV_POSITION;
float4 uv :TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
Texture2D _NoiseMap;
SAMPLER(sampler_NoiseMap);
Texture2D _MaskMap;
SAMPLER(sampler_MaskMap);
float _Strength;
CBUFFER_START(UnityPerMaterial)
float4 _NoiseMap_ST;
CBUFFER_END
Varyings vert(Attributes IN)
{
Varyings OUT;
// Declaring the output object (OUT) with the Varyings struct.
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = IN.uv;
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
half2 screenSpaceUV = IN.positionHCS.xy / _ScaledScreenParams.xy;
const half2 noiseUV = screenSpaceUV * _NoiseMap_ST.xy + _NoiseMap_ST.zw;
half noise = SAMPLE_TEXTURE2D(_NoiseMap, sampler_NoiseMap, noiseUV).r * 2 - 1;
half mask = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, IN.uv.xy).r;
noise = lerp(0, noise, mask);
//noise = (noise * _Strength * 5) * 0.5 + 0.5;
noise = (noise * _Strength) * 1.25 + 0.5;
return half4(noise.xxx, 1.0);
}
ENDHLSL
}
}
customEditor "ShaderEditor.MhBaseShaderGUI"
}