Files
ichni_Creator_Studio/Packages/NBShaders/Shader/ParticleBase.shader
SoulliesOfficial a9bc898e4c 更新
2025-09-19 23:39:23 -04:00

733 lines
40 KiB
GLSL
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
Shader "Effects/NBShader"
{
Properties
{
_MeshSourceMode("Mesh来源模式",Float) = 0
_UIEffect_Toggle("UI模式_Toggle",Float) = 0
_DistortionBothDirection_Toggle("__DistortionBothDirection_Toggle",Float) = 0
_DistanceFade_Toggle("_DistanceFade_Toggle",Float) = 0
_ChangeSaturability_Toggle("__ChangeSaturability_Toggle",Float) = 0
_Mask_Toggle("__Mask_Toggle",Float) = 0
_Mask_RotationToggle("__Mask_RotationToggle",Float) = 0
_Mask2_Toggle("__Mask2_Toggle",Float) = 0
_Mask3_Toggle("__Mask3_Toggle",Float) = 0
_BaseBackColor_Toggle("__BaseBackColor_Toggle",Float) = 0
_UseUV1_Toggle("__UseUV1_Toggle",Float) = 0
_TransparentMode("_TransparentMode",Float) = 1
_ForceZWriteToggle("_ForceZWriteToggle",Float) = 0
_Dissolve_Toggle("__Dissolve_Toggle",Float) = 0
_DissolveMask_Toggle("__DissolveMask_Toggle",Float) = 0
_DissolveVoronoi_Toggle("__DissolveVoronoi_Toggle",Float) = 0
_Dissolve_useRampMap_Toggle("__Dissolve_useRampMap_Toggle",Float) = 0
_Dissolve_Test_Toggle("__Dissolve_Test_Toggle",Float) = 0
_FresnelMode("__FresnelMode",Float) = 0
_InvertFresnel_Toggle("__InvertFresnel_Toggle",Float) = 0
_HueShift_Toggle("__HueShift_Toggle",Float) = 0
_BackFaceColor_Toggle("_BackFaceColor_Toggle",Float) = 0
_BackFirstPassToggle("_BackFirstPassToggle",Float) = 0
_PolarCordinateOnlySpecialFunciton_Toggle("_Toggle",Float) = 0
_CustomData1X_MainTexOffsetX_Toggle("_CustomData1X_MainTexOffsetX_Toggle",Float) = 0
_CustomData1Y_MainTexOffsetY_Toggle("_CustomData1Y_MainTexOffsetY_Toggle",Float) = 0
_CustomData1Z_Dissolve_Toggle("_CustomData1Z_Dissolve_Toggle",Float) = 0
_CustomData1W_HueShift_Toggle("_CustomData1W_HueShift_Toggle",Float) = 0
_CustomData2X_MaskMapOffsetX_Toggle("_CustomData2X_MaskMapOffsetX_Toggle",Float) = 0
_CustomData2Y_MaskMapOffsetY_Toggle("_CustomData2Y_MaskMapOffsetY_Toggle",Float) = 0
_CustomData2Z_FresnelOffset_Toggle("_CustomData2Z_FresnelOffset_Toggle",Float) = 0
_CustomData2W_Toggle("_CustomData2W_Toggle",Float) = 0
// [PerRendererData] [MainTexture] _MainTex("Sprite Texture-ignore", 2D) = "white" {}
[PerRendererData] _MainTex ("Sprite Texture-ignore", 2D) = "white" {}
_Color("", Color) = (1,1,1,1)
_UI_MainTex_ST("UI模式主贴图 xy:UV缩放 zw:UV偏移",vector) = (1,1,0,0)
_MainTex_Reverse_ST("MainTex_Reverse_ST-ignore",Vector) = (1,1,0,0)
_BaseMap (" xy:UV缩放 zw:UV偏移", 2D) = "white" { }
_BaseMapMaskMapOffset ("xy主贴图偏移速度", vector) = (0, 0, 0, 0)
_BaseMapUVRotation ("", Range(0, 360)) = 0
_BaseMapUVRotationSpeed ("",Float) = 0
[HDR]_BaseColor ("_hdr", Color) = (1, 1, 1, 1)//HDR颜色不需要做Gamma Linear转换Unity默认用Linear颜色
// _BaseColor ("Base Color", Color) = (1, 1, 1, 1)//HDR颜色不需要做Gamma Linear转换Unity默认用Linear颜色
[HDR]_BaseBackColor ("_hdr", Color) = (1, 1, 1, 1)//HDR颜色不需要做Gamma Linear转换Unity默认用Linear颜色
_BaseColorIntensityForTimeline("", Range(0,10)) = 1 //独立出来是以为Timeline K颜色的时候会很奇怪的影响色相
_Saturability("", range(0,1)) = 0
_Contrast_Toggle("__Contrast_Toggle",Float) = 0
_Contrast("", Float) = 1
_ContrastMidColor ("", Color) = (0.5, 0.5, 0.5, 1)//HDR颜色不需要做Gamma Linear转换Unity默认用Linear颜色
_HueShift("",Range(0,1)) = 0
_BaseMapColorRefine_Toggle ("__BaseMapColorRefine_Toggle",Float) = 0
_BaseMapColorRefine("Refine",Vector) = (1,1,2,1)
_AlphaAll("",Range(0,1)) = 1
_IgnoreVetexColor_Toggle("_IgnoreVetexColor_Toggle",Float) = 0
_SpecialUVChannelMode("UV通道选择",Float) = 0
_CylinderUVRotate("UV旋转",Vector) = (0,0,90,0)
_CylinderUVPosOffset("UV位置偏移",Vector) = (0,0,0,0)
_CylinderMatrix0("0",Vector) = (0,0,0,0)
_CylinderMatrix1("1",Vector) = (0,0,0,0)
_CylinderMatrix2("2",Vector) = (0,0,0,0)
_CylinderMatrix3("3",Vector) = (0,0,0,0)
_Cutoff ("", float) = 0
//--------------光照部分-------------
_FxLightMode("",Float) = 0
_BumpMapToggle("线",Float) = 0
_BumpMapMaskMode("线",Float) = 0
_BumpScale("Scale", Float) = 1.0
_BumpTex("Normal Map", 2D) = "bump" {}
_BumpTexFollowMainTexUVToggle("线UV",Float) = 0
_MaterialInfo("x:,y:",Vector) = (1,1,0,0)
_BlinnPhongSpecularToggle("BlinnPhong高光开关",Float) = 0
[HDR]_SpecularColor("BlinnPhong高光颜色",Color) = (1,1,1,1)
//-----------SixWayLight----------
_RigRTBk("(P)",2D) = "white"{}
_RigLBtF("(N)",2D) = "white"{}
_SixWayColorAbsorptionToggle("",Float) = 0
_SixWayInfo("x:",Vector) = (0.5,0,0,0)
_SixWayEmissionRamp("Ramp",2D) = "white"{}
[HDR]_SixWayEmissionColor("",Color) = (1,0.5,0,1)
//-----MatCap------
_MatCapToggle("MatCap开关",Float) = 0
_MatCapTex("MatCap图",2D) = "white"{}
[HDR]_MatCapColor("MatCap颜色",Color) = (1,1,1,1)
_MatCapInfo("x:MatCap叠加和相乘过渡",Vector) = (1,0,0,0)
// _MatCapBlendMode("MatCap叠加模式",Float) = 0
//时间缩放影响开关----------
[HideInInspector] _TimeMode("__TimeMode",float) = 0.0
_StencilWithoutPlayerToggle("",Float) = 0.0
// MaskMap-----------
_MaskRefineToggle("",Float) = 0
_MaskRefineVec("x:Pow,y:,z:",Vector) = (1,1,0,0)
_MaskMap (" xy:UV缩放 zw:UV偏移", 2D) = "white" { }
_MaskMap2 ("2 xy:UV缩放 zw:UV偏移", 2D) = "white"{}
_MaskMap3 ("3 xy:UV缩放 zw:UV偏移", 2D) = "white"{}
_MaskMapOffsetAnition("xy:zw:2", vector) = (0,0,0,0)
_MaskMap3OffsetAnition("xy:3", vector) = (0,0,0,0)
_MaskMapUVRotation ("", Range(0, 360)) = 0.0
_MaskDistortion_intensity ("", float) = 0.0
_MaskMapRotationSpeed("", float) = 0.0
_MaskMapVec("x整体遮罩强度,y遮罩2旋转,z遮罩3旋转",Vector) = (1,0,0,0)
_MaskMapGradientToggle("",Float) = 0
_MaskMapGradientCount("",Integer) = 2
_MaskMapGradientFloat0("x:MaskAlpha0,y:Pos0,z:MaskAlpha1,w:Pos1",Vector) = (0,0,1,1)
_MaskMapGradientFloat1("x:MaskAlpha2,y:Pos2,z:MaskAlpha3,w:Pos3",Vector) = (1,0,1,1)
_MaskMapGradientFloat2("x:MaskAlpha4,y:Pos4,z:MaskAlpha5,w:Pos5",Vector) = (1,0,1,1)
_MaskMap2GradientToggle("2",Float) = 0
_MaskMap2GradientCount("",Integer) = 2
_MaskMap2GradientFloat0("x:Mask2Alpha0,y:Pos0,z:Mask2Alpha1,w:Pos1",Vector) = (0,0,1,1)
_MaskMap2GradientFloat1("x:Mask2Alpha2,y:Pos2,z:Mask2Alpha3,w:Pos3",Vector) = (1,0,1,1)
_MaskMap2GradientFloat2("x:Mask2Alpha4,y:Pos4,z:Mask2Alpha5,w:Pos5",Vector) = (1,0,1,1)
_MaskMap3GradientToggle("3",Float) = 0
_MaskMap3GradientCount("",Integer) = 2
_MaskMap3GradientFloat0("x:Mask3Alpha0,y:Pos0,z:Mask3Alpha1,w:Pos1",Vector) = (0,0,1,1)
_MaskMap3GradientFloat1("x:Mask3Alpha2,y:Pos2,z:Mask3Alpha3,w:Pos3",Vector) = (1,0,1,1)
_MaskMap3GradientFloat2("x:Mask3Alpha4,y:Pos4,z:Mask3Alpha5,w:Pos5",Vector) = (1,0,1,1)
// 擦除----------------
//[Header(ChaChu(Anima For CustomData.z).......)]
//[KeywordEnum(NoChange,XianXing, JingXiang, Self)] _ch ("ChaChu mode", Float) = 0
[HideInInspector] _Chachu ("__Chachu_ignore", Float) = 0.0
_EdgeFade ("EdgeFade_ignore", Range(0, 1)) = 0.05
_XianXingCH_UVRota ("XianXingCH_UVRota_ignore", float) = 0
_jingxiangCH_dire ("Direction_ignore", Range(0, 1)) = 0
// 漩涡 -------------------
//[Toggle(_JIZUOBIAO)] _N121 ("JIZUOBIAO?", float) = 0
[HideInInspector] _UTwirlEnabled ("__UTwirlEnabled", Float) = 0.0
_TWParameter ("xy:", vector) = (0.5, 0.5, 0, 0)
_TWStrength ("", float) = 0
// 极坐标 -------------------
//[Toggle(_JIZUOBIAO)] _N121 ("JIZUOBIAO?", float) = 0
[HideInInspector]_PolarCoordinatesEnabled ("__PolarCoordinatesEnabled", Float) = 0.0
_PCCenter ("xy: z:", vector) = (0.5, 0.5, 1, 0)//位置坐标用的前两个分量z分量给强度。
// 噪波 --------------
//[Toggle(_NOISEMAP)]_N ("NOISEMAP?", float) =0
[HideInInspector] _noisemapEnabled ("__noisemapEnabled", Float) = 0.0
[HideInInspector] _noiseMaskMap_Toggle ("__noiseMaskMap_Toggle", Float) = 0.0
_NoiseMap (" xy:UV缩放 zw:UV偏移", 2D) = "white" { }
_NoiseMaskMap (" xy:UV缩放 zw:UV偏移", 2D) = "white" { }
_NoiseMapUVRotation("",Range(0,360)) = 0
_NoiseOffset ("xy: ", vector) = (0, 0, 0, 0)//w分量为本地uv坐标到世界坐标的变化
_TexDistortion_intensity ("", float) = 0.5
_DistortionDirection ("xy, z", vector) = (1,1,0,0)
_Distortion_Choraticaberrat_Toggle("_Toggle",Float) = 0
_Distortion_Choraticaberrat_WithNoise_Toggle("_Toggle",Float) = 1
// 流光 ----------
//[Header(LiuGuang(Anima For CustomData.w).......)]
//[Toggle(_EMISSION)]_N1 ("EMISSION?", float) = 0
[HideInInspector] _EmissionEnabled ("__EmissionEnabled", Float) = 0.0
_EmissionMap (" xy:UV缩放 zw:UV偏移", 2D) = "white" { }
_EmissionMapUVRotation ("", Range(0, 360)) = 0
_Emi_Distortion_intensity ("", float) = 0
_EmissionMapUVOffset ("xy:", vector) = (0, 0, 0, 0)
_EmissionSelfAlphaWeight ("__EmissionSelfAlphaWeight_ignore", float) = 0
_uvRapSoft ("LiuuvRapSoft-ignore", Range(0, 1)) = 0
[HDR]_EmissionMapColor ("_hdr", Color) = (1, 1, 1, 1)
_EmissionMapColorIntensity("", float) = 1
_EmissionFollowMainTexUV("",Float) = 0
//颜色渐变贴图--------
_ColorBlendMap_Toggle("__ColorBlendMap_Toggle",Float) = 0
_ColorBlendMap(" xy:UV缩放 zw:UV偏移",2D) = "white"{}
[HDR]_ColorBlendColor("_hdr",Color) = (1,1,1,1)
_ColorBlendMapOffset("xy:",Vector) = (0,0,0,0)
_ColorBlendAlphaMultiplyMode("Alpha相乘开关",Float) = 0
_ColorBlendFollowMainTexUV("UV跟随主贴图UV",Float) = 0
_ColorBlendVec("x:z:Alpha强度w:",Vector) = (0,0,1,0)
//颜色映射Ramp
_RampColorToggle("",Float) = 0
_RampColorSourceMode("Ramp来源模式",Float) = 0
_RampColorBlendMode("Ramp颜色混合模式",Float) = 0
_RampColorMap("",2D) = "white"{}
_RampColor0("rgb:RampColor0,a:pos",Color) = (0,0,0,0)
_RampColor1("rgb:RampColor1,a:pos",Color) = (1,0,0,1)
_RampColor2("rgb:RampColor2,a:pos",Color) = (1,1,1,1)
_RampColor3("rgb:RampColor3,a:pos",Color) = (1,1,1,1)
_RampColor4("rgb:RampColor4,a:pos",Color) = (1,1,1,1)
_RampColor5("rgb:RampColor5,a:pos",Color) = (1,1,1,1)
_RampColorAlpha0("x:RampColorAlpha0,y:Pos0,z:RampColorAlpha1,w:Pos1",Vector) = (1,0,1,1)
_RampColorAlpha1("x:RampColorAlpha2,y:Pos2,z:RampColorAlpha3,w:Pos3",Vector) = (1,0,1,1)
_RampColorAlpha2("x:RampColorAlpha4,y:Pos4,z:RampColorAlpha5,w:Pos5",Vector) = (1,0,1,1)
_RampColorCount("",Integer) = 2
[HDR]_RampColorBlendColor("_hdr",Color) = (1,1,1,1)
_RampColorMapOffset("xy:,w:",Vector) = (0,0,0,0)
// Rongjie ------------------
// [Header(RongJie(Anima For CustomData.y).......)]
// [Toggle(_DISSOLVE)]_RJ ("RONGJIE?", float) = 0
_Dissolve ("x: y:Pow z: w:", vector) = (0.5, 1, 0, 0.1)
_DissolveMap(" xy:UV缩放 zw:UV偏移",2D) = "grey"{}
_DissolveMaskMap(" xy:UV缩放 zw:UV偏移",2D) = "white"{}
_DissolveOffsetRotateDistort("xy: z:",Vector) = (0,0,0,0)
[HDR]_DissolveLineColor("_hdr",Color) = (1,0,0,1)
_DissolveVoronoi_Vec("xy:1,zw:2",Vector) = (1,1,2,2)
_DissolveVoronoi_Vec2("x:12(),y:,z:1,w:2",Vector) = (1,1,2,2)
_DissolveVoronoi_Vec3("xy:1,zw:2",Vector) = (0,0,0,0)
_DissolveVoronoi_Vec4("xy:1,zw:2",Vector) = (0,0,0,0)
_Dissolve_Vec2("x:Ramp位置偏移,y:Ramp范围",Vector) = (0.2,0.1,0,0)
_DissolveRampMap("Ramp图",2D) = "white"{}
_DissolveRampColorBlendMode("Ramp图混合模式",Float) = 0
[HDR]_DissolveRampColor("Ramp颜色_hdr",Color) = (1,1,1,1)
_DissolveLineMaskToggle("",Float) = 0
_DissolveRampSourceMode("Ramp来源模式",Float) = 0
_DissolveRampColor0("rgb:DissolveRampColor0,a:pos",Color) = (1,0,0,0)
_DissolveRampColor1("rgb:DissolveRampColor1,a:pos",Color) = (0,0,0,1)
_DissolveRampColor2("rgb:DissolveRampColor2,a:pos",Color) = (1,1,1,1)
_DissolveRampColor3("rgb:DissolveRampColor3,a:pos",Color) = (1,1,1,1)
_DissolveRampColor4("rgb:DissolveRampColor4,a:pos",Color) = (1,1,1,1)
_DissolveRampColor5("rgb:DissolveRampColor5,a:pos",Color) = (1,1,1,1)
_DissolveRampAlpha0("x:DissolveRampAlpha0,y:Pos0,z:DissolveRampAlpha1,w:Pos1",Vector) = (1,0,1,1)
_DissolveRampAlpha1("x:DissolveRampAlpha2,y:Pos2,z:DissolveRampAlpha3,w:Pos3",Vector) = (1,0,1,1)
_DissolveRampAlpha2("x:DissolveRampAlpha4,y:Pos4,z:DissolveRampAlpha5,w:Pos5",Vector) = (1,0,1,1)
_DissolveRampCount("Ramp映射数量",Integer) = 2
_CustomData1X ("ignore", float) = 0
_CustomData1Y ("ignore", float) = 0
//因为希望本Shader兼容CanvasRender由于Canvas渲染只会传递TEXCOORD通道的xy分量zw分量忽略的特性,所以强制让CustomedData只传递xy分量。
_CustomData2X ("ignore", float) = 0
// -------------------------------------
// Particle specific 属于粒子特殊的属性
[ToggleOff] _CustomData ("__CustomData_Toggle", Float) = 0.0 //Toggleoff 和 Toggle 的区别
[ToggleOff] _FlipbookBlending ("__flipbookblending_Toggle", Float) = 0.0 //Toggleoff 和 Toggle 的区别
// _SoftParticlesNearFadeDistance ("Soft Particles Near Fade", Float) = 0.0
// _SoftParticlesFarFadeDistance ("Soft Particles Far Fade", Float) = 1.0
//[Toggle] _Fading ("Fading? =Default(1,2,0,0)", Float) = 0.0
_CameraNearFadeDistance ("Camera Near Fade-ignore", Float) = 1.0
_CameraFarFadeDistance ("Camera Far Fade-ignore", Float) = 2.0
//临时
_fogintensity ("", Range(0, 1)) = 1
// -------------------------------------
// Hidden properties - Generic 通用的隐藏属性
_AdditiveToPreMultiplyAlphaLerp("",Range(0,1)) = 0.0
[HideInInspector] _Blend ("__mode-ignore", Float) = 0.0
[HideInInspector] _AlphaClip ("__clip-ignore", Float) = 0.0
[HideInInspector] _SrcBlend ("__src-ignore", Float) = 1.0
[HideInInspector] _DstBlend ("__dst-ignore", Float) = 0.0
[HideInInspector] _Cull ("__cull-ignore", Float) = 2.0
[HideInInspector] _ZTest ("__ztest-ignore", Float) = 4.0 //默认值LEqual
[HideInInspector] _ZWrite("__ZWrite-ignore", Float) = 0 //默认值LEqual
// [HideInInspector] _ZTestt ("__ztestt", Float) = 4.0//雨轩:注释掉了。。。这是个什么鬼。。。
_CustomStencilTest ("__CustomStencilTest-ignore", Float) = 0
_StencilKeyIndex("__StencilKeyIndex-ignore",Float) = 0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("__StencilComp-ignore", Float) = 8
_Stencil("Stencil ID-ignore", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)]_StencilOp("Stencil Operation-ignore", Float) = 0
_StencilWriteMask ("Stencil Write Mask-ignore", Float) = 255
_StencilReadMask ("Stencil Read Mask-ignore", Float) = 255
_ColorMask("Color Mask-ignore", Float) = 15
//[HideInInspector] _ZTestO ("__ztest0", Float) = 1.0
_FresnelFadeDistance ("", float) = 1
_FresnelUnit("", Vector) = (0,0.5,1,0.5)
_DepthOutline_Toggle("",Float) = 0
[HDR]_DepthOutline_Color("_hdr",Color) = (1,1,1,1)
_DepthOutline_Vec("",Vector) = (0,0.5,0,0)
_FresnelColorAffectByAlpha("Alpha影响",Float) = 1
// _DepthOutline_withoutFresnel_Toggle("深度描边关闭菲涅尔",Float) = 0
// _FresnelUnit2("菲涅尔通用2", Vector) = (1,1,0,0)
_DepthDecal_Toggle("",Float) = 0
_VertexOffset_Toggle("",Float) = 0
_VertexOffset_Map("",2D) = "white"{}
_VertexOffset_Vec("xy:z:",Vector) = (0,0,1,0)
_VertexOffset_NormalDir_Toggle("",Float) = 0
_VertexOffset_StartFromZero("",Float) = 0
_VertexOffset_CustomDir("",Vector) = (1,1,1,0)
_VertexOffset_Mask_Toggle("",Float) = 0
_VertexOffset_MaskMap("",2D) = "white"{}
_VertexOffset_MaskMap_Vec("xy:z:",Vector) = (0,0,1,0)
_ParallaxMapping_Toggle("",Float) = 0
_ParallaxMapping_Map("",2D) = "white"{}
_ParallaxMapping_Intensity("",Float) = 0.05
_ParallaxMapping_Vec(" x:,y:",Vector) = (5,30,0,0)
// Particle specific 粒子特殊的隐藏属性
[HideInInspector] _ColorMode ("_ColorMode", Float) = 0.0
[HideInInspector] _BaseColorAddSubDiff ("_ColorMode", Vector) = (0, 0, 0, 0)
[HideInInspector] _SoftParticlesEnabled ("__softparticlesenabled", Float) = 0.0
[HideInInspector] _CameraFadingEnabled ("__camerafadingenabled", Float) = 0.0
[HideInInspector] _SoftParticleFadeParams ("xy:", Vector) = (0, 0.5, 0, 0)
[HideInInspector] _CameraFadeParams ("__camerafadeparams_ignore", Vector) = (0, 0, 0, 0)
[HideInInspector] _IntersectEnabled("__IntersectEnabled_ignore",Float) = 0.0
[HideInInspector] _IntersectRadius("__IntersectRadius_ignore",Float) = 0.3
[HideInInspector] _IntersectColor("__IntersectColor_ignore",Color) = (1,1,1,1)
[HideInInspector] _ScreenDistortModeToggle("_ScreenDistortModeToggle",Float) = 0
// Editmode props 编辑模式下的PropFlags
[HideInInspector] _QueueBias ("Queue偏移_QueueBias", Float) =0
// ObsoleteProperties 弃用的属性????
[HideInInspector] _FlipbookMode ("flipbook mode", Float) = 0
[HideInInspector] _Mode ("mode", Float) = 0
// [HideInInspector] _Color ("color", Color) = (1, 1, 1, 1)
[HideInInspector]_fresnelEnabled ("__fresnelEnabled", Float) = 0.0
[NoScaleOffset]_FresnelHDRITex("__FresnelHDRITex_ignore",Cube) = "white"{}
[HDR]_FresnelColor ("_hdr", COLOR) = (1, 1, 1, 1)
_FresnelRotation("",vector) = (0,0,0,0.5)
_FresnelInOutSlider ("direction-ignore", Range(0, 1)) = 1
_FrePower ("FrePower-ignore", Range(0,1)) = 0.5
_FresnelSelfAlphaWeight("__FresnelSelfAlphaWeight-ignore",float) = 0
//用于程序控制透明属性
[HideInInspector] _ColorA ("ColorA-ignore", Color) = (1,1,1,1)
_Portal_Toggle("",Float) = 0
_Portal_MaskToggle("",Float) = 0
//基于深度的a通道控制
[HideInInspector] _Fade("xy:", Vector) = (2,4,0,0)
[HideInInspector] _InspectorData("__InspectorData-ignore",vector) = (1,1,0,0)
[Header(ZOffset)]
_ZOffset_Toggle("_Toggle",Float) = 0
_offsetFactor("Sacle-ignore", range(-2000,2000)) = 0
_offsetUnits("-ignore", range(-2000,2000)) = 0
[HideInInspector] _W9ParticleShaderFlags("_W9ParticleShaderFlags", Integer) = 0
[HideInInspector] _W9ParticleShaderFlags1("_W9ParticleShaderFlags1", Integer) = 0
[HideInInspector] _W9ParticleShaderWrapFlags("_W9ParticleShaderWrapFlags", Integer) = 0
[HideInInspector] _W9ParticleCustomDataFlag0("_W9ParticleCustomDataFlag0", Integer) = 0
[HideInInspector] _W9ParticleCustomDataFlag1("_W9ParticleCustomDataFlag1", Integer) = 0
[HideInInspector] _W9ParticleCustomDataFlag2("_W9ParticleCustomDataFlag2", Integer) = 0
[HideInInspector] _W9ParticleCustomDataFlag3("_W9ParticleCustomDataFlag3", Integer) = 0
[HideInInspector] _UVModeFlag0("_UVModeFlag0", Integer) = 0
[HideInInspector] _W9ParticleShaderGUIFoldToggle("_W9ParticleShaderGUIFoldToggle", Integer) = 3//前2个开关默认打开
[HideInInspector] _W9ParticleShaderGUIFoldToggle1("_W9ParticleShaderGUIFoldToggle1", Integer) = 255//这边默认全开
[HideInInspector] _W9ParticleShaderGUIFoldToggle2("_W9ParticleShaderGUIFoldToggle2", Integer) = 255//这边默认全开
[HideInInspector] _W9ParticleShaderColorChannelFlag("_W9ParticleShaderColorChannelFlag", Integer) = 3//默认主贴图开A通道
SaturabilityRangeVec("_Saturability",Vector) = (0,1,0,0)
TexDistortionintensityRangeVec("_TexDistortion_intensity",Vector) = (-1,1,0,0)
MaskDistortionIntensityRangeVec("_MaskDistortion_intensity",Vector) = (-2,2,0,0)
EmiDistortionIntensityRangeVec("_TexDistortion_intensity",Vector) = (-1,1,0,0)
BumpScaleRangeVec("_BumpScale",Vector) = (-1,1,0,0)
DissolveXRangeVec("_Dissolve.x",Vector) = (-1,2,0,0)
Dissolve2XRangeVec("_Dissolve_Vec2.x",Vector) = (0,1,0,0)
Dissolve2YRangeVec("_Dissolve_Vec2.y",Vector) = (0,1,0,0)
AlphaAllRangeVec("_AlphaAll",Vector) = (0,1,0,0)
// _offsetUnits("深度偏移单位距离-ignore", range(-2000,2000)) = 0
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Sphere" "CanUseSpriteAtlas"="True" }
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
//BlendOp[_BlendOp] //考虑注释~
Blend[_SrcBlend][_DstBlend]
ZWrite [_ZWrite]//粒子不写入深度缓冲
ZTest[_ZTest]
ColorMask [_ColorMask]
// ------------------------------------------------------------------
// 预渲染反面Pass基本理念。先剔除正面棉片渲染反面面片一般在后然后常规Pass再渲染正面一般在前
// 这样可以应对大部分的特效半透明渲染的次序问题。
// URP下的多Pass渲染需要使用特定的LightModeTag
// https://zhuanlan.zhihu.com/p/469589277#:~:text=%E6%B3%A8%E6%84%8F%E7%AC%AC%E4%BA%8C%E4%B8%AA%E5%85%89%E7%85%A7pass%E7%9A%84%E5%85%89%E7%85%A7tag%E4%B8%BA%20%22LightMode%22%20%3D%20%22SRPDefaultUnlit%22%EF%BC%8C%E8%BF%99%E6%98%AF%E5%9B%A0%E4%B8%BA%E5%BF%85%E9%A1%BB%E8%AE%BE%E7%BD%AE%E4%B8%BA%E7%89%B9%E5%AE%9A%E7%9A%84%E5%87%A0%E4%B8%AALightMode%20%E6%89%8D%E8%83%BD%E6%AD%A3%E7%A1%AE%E8%A2%AB%E6%B8%B2%E6%9F%93%E3%80%82%E5%85%B7%E4%BD%93%E5%93%AA%E5%87%A0%E4%B8%AA%20LightMode%20%E8%A7%81URP%E5%8C%85%E9%87%8C%E7%9A%84%20Runtime/Passes%20%E9%87%8C%E7%9A%84%20DrawObjectsPass.cs%E8%84%9A%E6%9C%AC%EF%BC%8C%E9%87%8C%E9%9D%A2%E6%9C%89%E5%A6%82%E4%B8%8B%E4%BB%A3%E7%A0%81%EF%BC%9A
// 开关Pass同样也需要用到LightTag
// https://blog.csdn.net/shaoy1234567/article/details/106494878
Pass
{
Tags
{
"LightMode" = "SRPDefaultUnlit" "Queue"="Opaque"
}
offset [_offsetFactor], [_offsetUnits]
Name "SRPDefaultUnlit"
Cull Front
HLSLPROGRAM
#define PARTICLE
#pragma target 4.5
#pragma exclude_renderers d3d11_9x
#pragma exclude_renderers d3d9
#pragma enable_d3d11_debug_symbols // 保留D3D11调试符号
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _ _SCREEN_DISTORT_MODE
#pragma shader_feature_local _ _MASKMAP_ON
// #pragma shader_feature_local _MASKMAP
// #pragma shader_feature_local _MASKMAP2
//#pragma shader_feature_local _NOISEMAP
#pragma shader_feature_local _NOISEMAP
//#pragma shader_feature_local _EMISSION //流光
#pragma shader_feature_local _EMISSION
//#pragma shader_feature_local _ _DISSOLVE //溶解
#pragma shader_feature_local _DISSOLVE
//后续Test类的关键字要找机会排除
#pragma shader_feature_local _DISSOLVE_EDITOR_TEST
#pragma shader_feature_local _COLORMAPBLEND//颜色渐变
#pragma shader_feature_local _COLOR_RAMP//颜色映射
//将光照和UI混用达到节省Keywords的目的。
#pragma multi_compile _ UNITY_UI_CLIP_RECT _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS//UI 2D遮罩
// #pragma multi_compile _ _UIPARTICLE_ON//用于UIParticle组件动态更改参数//暂时注释掉,觉得没什么意义
#pragma multi_compile _ SOFT_UI_FRAME EVALUATE_SH_MIXED EVALUATE_SH_VERTEX//用于UI软蒙版
#pragma shader_feature_local _PARCUSTOMDATA_ON
//用于特效层关键字
// #pragma shader_feature_local _UIEFFECT_ON
#pragma shader_feature_local _ FRESNEL_CUBEMAP FRESNEL_REFLECTIONPROBE
// -------------------------------------
// Particle Keywords
#pragma shader_feature_local _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON //设置alpah Add 。。组合
#pragma shader_feature_local _ALPHATEST_ON
//#pragma shader_feature_local _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON //粒子颜色和材质颜色的混合运算 暂时先不要了
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
#pragma shader_feature_local _SOFTPARTICLES_ON
// #pragma shader_feature_local _OCCLUDEOPACITY_ON
// #pragma shader_feature_local _ _SATURABILITY_ON
//UnscaleTime用于接收项目传的公开不受缩放影响的Time值
#pragma shader_feature_local _UNSCALETIME
//scriptableTime用于程序每帧传值
#pragma shader_feature_local _SCRIPTABLETIME
//#pragma shader_feature_local _DISTORTION_ON
#pragma shader_feature_local _NOISEMAP_NORMALIZEED
#pragma shader_feature_local _DEPTH_DECAL
#pragma shader_feature_local _PARALLAX_MAPPING
#pragma shader_feature_local _STENCIL_WITHOUT_PLAYER
//LIGHTING
#pragma shader_feature_local _FX_LIGHT_MODE_UNLIT _FX_LIGHT_MODE_BLINN_PHONG _FX_LIGHT_MODE_HALF_LAMBERT _FX_LIGHT_MODE_PBR _FX_LIGHT_MODE_SIX_WAY
#pragma shader_feature_local _ _NORMALMAP
#pragma shader_feature_local _ _MATCAP
#pragma shader_feature_local _ _SPECULAR_COLOR
#pragma shader_feature_local _ VFX_SIX_WAY_ABSORPTION
// -------------------------------------
// Unity defined keywords
// 之后进行优化时再说。
#pragma multi_compile_fog
// #define FOG_EXP2 1
// #if defined(_SOFTPARTICLES_ON)
// #define NEED_EYE_DEPTH
// #endif
#define PARTICLE_BACKFACE_PASS
#pragma vertex vertParticleUnlit
#pragma fragment fragParticleUnlit
// #include "UnityCG.cginc"
// #include "AutoLight.cginc"
// #include "UnityUI.cginc"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.xuanxuan.render.utility/Shader/HLSL/XuanXuan_Utility.hlsl"
#include "HLSL/ParticlesUnlitForwardPassNew.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// Forward pass.
Pass
{
Tags
{
"LightMode" = "UniversalForward"
} //Queue设置是希望特效渲染在场景透明物体前面
offset [_offsetFactor], [_offsetUnits]
Cull[_Cull]
HLSLPROGRAM
#define PARTICLE
//20240228 target3.0 顶点着色器限制16个输出。提高版本
#pragma target 4.5
// -------------------------------------
// Material Keywords
#pragma enable_d3d11_debug_symbols // 保留D3D11调试符号
#pragma shader_feature_local _ _SCREEN_DISTORT_MODE
#pragma shader_feature_local _ _MASKMAP_ON
// #pragma shader_feature_local _MASKMAP
// #pragma shader_feature_local _MASKMAP2
//#pragma shader_feature_local _NOISEMAP
#pragma shader_feature_local _NOISEMAP
//#pragma shader_feature_local _EMISSION //流光
#pragma shader_feature_local _EMISSION
//#pragma shader_feature_local _ _DISSOLVE //溶解
#pragma shader_feature_local _DISSOLVE
//后续Test类的关键字要找机会排除
#pragma shader_feature_local _DISSOLVE_EDITOR_TEST
#pragma shader_feature_local _COLORMAPBLEND//颜色渐变
#pragma shader_feature_local _COLOR_RAMP//颜色映射
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS //UI 2D遮罩
// #pragma shader_feature_local _ _CH_XIANXING _CH_JINGXIANG _CH_SELF //线性擦除 径向擦除 mask擦除
#pragma shader_feature_local _PARCUSTOMDATA_ON
//用于特效层关键字
// #pragma shader_feature_local _UIEFFECT_ON
#pragma shader_feature_local _ FRESNEL_CUBEMAP FRESNEL_REFLECTIONPROBE
// #pragma multi_compile _ _UIPARTICLE_ON//用于UIParticle组件动态更改参数//暂时注释掉,觉得没什么意义
#pragma multi_compile _ SOFT_UI_FRAME EVALUATE_SH_MIXED EVALUATE_SH_VERTEX//用于UI软蒙版
// -------------------------------------
// Particle Keywords
#pragma shader_feature_local _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON //设置alpah Add 。。组合
#pragma shader_feature_local _ALPHATEST_ON
//#pragma shader_feature_local _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON //粒子颜色和材质颜色的混合运算 暂时先不要了
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
#pragma shader_feature_local _SOFTPARTICLES_ON
// #pragma shader_feature_local _OCCLUDEOPACITY_ON
// #pragma shader_feature_local _ _SATURABILITY_ON
//UnscaleTime用于接收项目传的公开不受缩放影响的Time值
#pragma shader_feature_local _UNSCALETIME
//scriptableTime用于程序每帧传值
#pragma shader_feature_local _SCRIPTABLETIME
//#pragma shader_feature_local _DISTORTION_ON
#pragma shader_feature_local _NOISEMAP_NORMALIZEED
#pragma shader_feature_local _DEPTH_DECAL
#pragma shader_feature_local _PARALLAX_MAPPING
#pragma shader_feature_local _STENCIL_WITHOUT_PLAYER
//LIGHTING
#pragma shader_feature_local _FX_LIGHT_MODE_UNLIT _FX_LIGHT_MODE_BLINN_PHONG _FX_LIGHT_MODE_HALF_LAMBERT _FX_LIGHT_MODE_PBR _FX_LIGHT_MODE_SIX_WAY
#pragma shader_feature_local _ _NORMALMAP
#pragma shader_feature_local _ _MATCAP
#pragma shader_feature_local _ _SPECULAR_COLOR
#pragma shader_feature_local _ VFX_SIX_WAY_ABSORPTION
// -------------------------------------
// Unity defined keywords
// 之后进行优化时再说。
#pragma multi_compile_fog
// #define FOG_EXP2 1
#pragma vertex vertParticleUnlit
#pragma fragment fragParticleUnlit
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// The DeclareDepthTexture.hlsl file contains utilities for sampling the Camera
// depth texture.
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.xuanxuan.render.utility/Shader/HLSL/XuanXuan_Utility.hlsl"
#include "HLSL/ParticlesUnlitForwardPassNew.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// Forward pass.
Pass
{
Tags
{
"LightMode" = "Universal2D"
} //Queue设置是希望特效渲染在场景透明物体前面
offset [_offsetFactor], [_offsetUnits]
Cull[_Cull]
HLSLPROGRAM
#define PARTICLE
//20240228 target3.0 顶点着色器限制16个输出。提高版本
#pragma target 4.5
// -------------------------------------
// Material Keywords
#pragma enable_d3d11_debug_symbols // 保留D3D11调试符号
#pragma shader_feature_local _ _SCREEN_DISTORT_MODE
#pragma shader_feature_local _ _MASKMAP_ON
// #pragma shader_feature_local _MASKMAP
// #pragma shader_feature_local _MASKMAP2
//#pragma shader_feature_local _NOISEMAP
#pragma shader_feature_local _NOISEMAP
//#pragma shader_feature_local _EMISSION //流光
#pragma shader_feature_local _EMISSION
//#pragma shader_feature_local _ _DISSOLVE //溶解
#pragma shader_feature_local _DISSOLVE
//后续Test类的关键字要找机会排除
#pragma shader_feature_local _DISSOLVE_EDITOR_TEST
#pragma shader_feature_local _COLORMAPBLEND//颜色渐变
#pragma shader_feature_local _COLOR_RAMP//颜色映射
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS //UI 2D遮罩
// #pragma shader_feature_local _ _CH_XIANXING _CH_JINGXIANG _CH_SELF //线性擦除 径向擦除 mask擦除
#pragma shader_feature_local _PARCUSTOMDATA_ON
//用于特效层关键字
// #pragma shader_feature_local _UIEFFECT_ON
#pragma shader_feature_local _ FRESNEL_CUBEMAP FRESNEL_REFLECTIONPROBE
// #pragma multi_compile _ _UIPARTICLE_ON//用于UIParticle组件动态更改参数//暂时注释掉,觉得没什么意义
#pragma multi_compile _ SOFT_UI_FRAME EVALUATE_SH_MIXED EVALUATE_SH_VERTEX//用于UI软蒙版
// -------------------------------------
// Particle Keywords
#pragma shader_feature_local _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON //设置alpah Add 。。组合
#pragma shader_feature_local _ALPHATEST_ON
//#pragma shader_feature_local _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON //粒子颜色和材质颜色的混合运算 暂时先不要了
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
#pragma shader_feature_local _SOFTPARTICLES_ON
// #pragma shader_feature_local _OCCLUDEOPACITY_ON
// #pragma shader_feature_local _ _SATURABILITY_ON
//UnscaleTime用于接收项目传的公开不受缩放影响的Time值
#pragma shader_feature_local _UNSCALETIME
//scriptableTime用于程序每帧传值
#pragma shader_feature_local _SCRIPTABLETIME
//#pragma shader_feature_local _DISTORTION_ON
#pragma shader_feature_local _NOISEMAP_NORMALIZEED
#pragma shader_feature_local _DEPTH_DECAL
#pragma shader_feature_local _PARALLAX_MAPPING
#pragma shader_feature_local _STENCIL_WITHOUT_PLAYER
//LIGHTING
#pragma shader_feature_local _FX_LIGHT_MODE_UNLIT _FX_LIGHT_MODE_BLINN_PHONG _FX_LIGHT_MODE_HALF_LAMBERT _FX_LIGHT_MODE_PBR _FX_LIGHT_MODE_SIX_WAY
#pragma shader_feature_local _ _NORMALMAP
#pragma shader_feature_local _ _MATCAP
#pragma shader_feature_local _ _SPECULAR_COLOR
#pragma shader_feature_local _ VFX_SIX_WAY_ABSORPTION
// -------------------------------------
// Unity defined keywords
// 之后进行优化时再说。
#pragma multi_compile_fog
// #define FOG_EXP2 1
#pragma vertex vertParticleUnlit
#pragma fragment fragParticleUnlit
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// The DeclareDepthTexture.hlsl file contains utilities for sampling the Camera
// depth texture.
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.xuanxuan.render.utility/Shader/HLSL/XuanXuan_Utility.hlsl"
#include "HLSL/ParticlesUnlitForwardPassNew.hlsl"
ENDHLSL
}
}
CustomEditor "NBShaderEditor.ParticleBaseGUI"
}