Commit cc549c23 authored by Ruidong's avatar Ruidong

金币特效

parent e4e66395
......@@ -303,6 +303,7 @@
<Compile Include="Assets\EasyTouchBundle\EasyTouchControls\Plugins\ETCInput.cs" />
<Compile Include="Assets\EasyTouchBundle\EasyTouchControls\Plugins\ETCJoystick.cs" />
<Compile Include="Assets\EasyTouchBundle\EasyTouchControls\Plugins\ETCTouchPad.cs" />
<Compile Include="Assets\Gold_shader\Script\AutoRotate.cs" />
<Compile Include="Assets\My\Scripts\AI\AIMove.cs" />
<Compile Include="Assets\My\Scripts\ConfigurationFile.cs" />
<Compile Include="Assets\My\Scripts\DoRanking.cs" />
......@@ -335,6 +336,7 @@
<None Include="Assets\Art_Assets\0D2_Shaders\Toony Colors\Shaders 2.0\Rim Lighting.shader" />
<None Include="Assets\#E1_Plugins\EasyRoads3D\shaders\EasyRoads3D-Surface-Offset.shader" />
<None Include="Assets\Art_Assets\0D1_Effects\Epic Toon FX\Prefabs\Combat\Combat FX.txt" />
<None Include="Assets\Gold_shader\Shader\Planet.shader" />
<None Include="Assets\#C3_Materials\Toony Colors\Shaders 2.0\Rim Lighting.shader" />
<None Include="Assets\#D2_Shaders\RimShader.shader" />
<None Include="Assets\#E1_Plugins\EasyRoads3D\shaders\ER Road Decal.shader" />
......@@ -354,6 +356,7 @@
<None Include="Assets\Art_Assets\0A4_Config\项目文件说明文档.txt" />
<None Include="Assets\#C3_Materials\Toony Colors\Shaders 2.0\Rim Alpha.shader" />
<None Include="Assets\#A2_Scripts\项目文件说明文档.txt" />
<None Include="Assets\Gold_shader\Shader\BasicRimShader.shader" />
<None Include="Assets\Art_Assets\0C1_Models\Supercyan\Shaders\SharedShaders\SupercyanShaderLighting.cginc" />
<None Include="Assets\Art_Assets\0D2_Shaders\Toony Colors\Shaders 2.0\Rim Outline.shader" />
<None Include="Assets\Art_Assets\0D4_Fonts\项目文件说明文档.txt" />
......@@ -362,6 +365,7 @@
<None Include="Assets\#E1_Plugins\EasyRoads3D\shaders\ER Single Road Blend.shader" />
<None Include="Assets\Art_Assets\0C1_Models\PolygonPrototype\Shaders\Prototype_Global.shader" />
<None Include="Assets\Art_Assets\0Z3_WebAPI\项目文件说明文档.txt" />
<None Include="Assets\Gold_shader\Shader\AlphaRimBase.shader" />
<None Include="Assets\#D2_Shaders\BlockTextrue.shader" />
<None Include="Assets\EasyTouchBundle\EasyTouchControls\ReleaseNotes.txt" />
<None Include="Assets\Art_Assets\0D1_Effects\Epic Toon FX\Prefabs\Interactive\Interactive FX.txt" />
......@@ -373,11 +377,15 @@
<None Include="Assets\#D2_Shaders\LiquidBottle.shader" />
<None Include="Assets\#D2_Shaders\Glass.shader" />
<None Include="Assets\EasyTouchBundle\EasyTouch\How to migrate from EasyTouch 4.X.txt" />
<None Include="Assets\Gold_shader\Shader\Shield4.shader" />
<None Include="Assets\Art_Assets\SimpleSky\ReadMe.txt" />
<None Include="Assets\#E1_Plugins\RayFire\Info\FAQ.txt" />
<None Include="Assets\Gold_shader\Shader\Outline1.shader" />
<None Include="Assets\#E1_Plugins\EasyRoads3D\_Readme.txt" />
<None Include="Assets\Demigiant\DOTweenPro\readme.txt" />
<None Include="Assets\#E1_Plugins\EasyRoads3D\shaders\EasyRoads3D - Unity 2018 Standard.shader" />
<None Include="Assets\Demigiant\DemiLib\Core\DemiLib.xml" />
<None Include="Assets\Art_Assets\Customizable Skybox\Stylized Sky\Shaders\Stylized Sky.shader" />
<None Include="Assets\#D2_Shaders\moveLight 1.shader" />
<None Include="Assets\Art_Assets\0D2_Shaders\Toony Colors\Shaders 2.0\Rim Alpha.shader" />
<None Include="Assets\#C3_Materials\Toony Colors\!ToonyColors Readme.txt" />
......@@ -389,7 +397,9 @@
<None Include="Assets\Art_Assets\0C1_Models\PolygonPrototype\Shaders\Prototype_Glass_Object.shader" />
<None Include="Assets\unity3d.txt" />
<None Include="Assets\Art_Assets\0Z2_Documents\项目文件说明文档.txt" />
<None Include="Assets\Gold_shader\Shader\EmissionOutline.shader" />
<None Include="Assets\Art_Assets\0C2_Animations\项目文件说明文档.txt" />
<None Include="Assets\Gold_shader\Shader\Shield2.shader" />
<None Include="Assets\#E1_Plugins\EasyRoads3D\prefab sources\_custom prefabs.txt" />
<None Include="Assets\EasyTouchBundle\EasyTouch\RealseNotes.txt" />
<None Include="Assets\Art_Assets\0D3_Sounds\项目文件说明文档.txt" />
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AutoRotate : MonoBehaviour
{
//添加旋转开关
public bool Spinswitch = true; //是否开始旋转,默认开启
//旋转速度设定,正值顺时针,负值逆时针
public int speed = 1; //旋转的速度
// Start is called before the first frame update
void Start()
{
}
void Update ()
{
if(Spinswitch = true)
{
//按照设定的速度,开始旋转
this.transform.Rotate(Vector3.up*speed*Time.deltaTime);
}
else
{
}
}
}
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//Unity 通用外发光的半透shader
Shader "Snoopy/AlphaRimBase"
{
Properties
{
_MainTex("Particle Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_RimColor("Rim Color", Color) = (0.5,0.5,0.5,0.5)
_RimPower("Rim Power", Range(0.0,5.0)) = 2.5
}
SubShader
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Pass
{
ZWrite On
ColorMask 0
}
CGPROGRAM
#pragma surface surf Lambert alpha
struct Input
{
float3 viewDir;
float2 uv_MainTex;
};
sampler2D _MainTex;
float4 _Color;
float4 _RimColor;
float _RimPower;
void surf(Input IN, inout SurfaceOutput o)
{
float4 col = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = col.rgb * _Color.rgb;
//边缘高光
half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow(rim, 6 - _RimPower);
o.Alpha = _Color.a;
}
ENDCG
}
Fallback "VertexLit"
}
\ No newline at end of file
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Shader "Custom/Effect/Basic Rim Shader"
{
//-----------------------------------【属性 || Properties】------------------------------------------
Properties
{
//主颜色 || Main Color
_MainColor("【主颜色】Main Color", Color) = (0.5,0.5,0.5,1)
//漫反射纹理 || Diffuse Texture
_TextureDiffuse("【漫反射纹理】Texture Diffuse", 2D) = "white" {}
//边缘发光颜色 || Rim Color
_RimColor("【边缘发光颜色】Rim Color", Color) = (0.5,0.5,0.5,1)
//边缘发光强度 ||Rim Power
_RimPower("【边缘发光强度】Rim Power", Range(0.0, 36)) = 0.1
//边缘发光强度系数 || Rim Intensity Factor
_RimIntensity("【边缘发光强度系数】Rim Intensity", Range(0.0, 100)) = 3
}
//----------------------------------【子着色器 || SubShader】---------------------------------------
SubShader
{
//渲染类型为Opaque,不透明 || RenderType Opaque
Tags
{
"RenderType" = "Opaque"
}
//---------------------------------------【唯一的通道 || Pass】------------------------------------
Pass
{
//设定通道名称 || Set Pass Name
Name "ForwardBase"
//设置光照模式 || LightMode ForwardBase
Tags
{
"LightMode" = "ForwardBase"
}
//-------------------------开启CG着色器编程语言段 || Begin CG Programming Part----------------------
CGPROGRAM
//【1】指定顶点和片段着色函数名称 || Set the name of vertex and fragment shader function
#pragma vertex vert
#pragma fragment frag
//【2】头文件包含 || include
#include "UnityCG.cginc"
#include "AutoLight.cginc"
//【3】指定Shader Model 3.0 || Set Shader Model 3.0
#pragma target 3.0
//【4】变量声明 || Variable Declaration
//系统光照颜色
uniform float4 _LightColor0;
//主颜色
uniform float4 _MainColor;
//漫反射纹理
uniform sampler2D _TextureDiffuse;
//漫反射纹理_ST后缀版
uniform float4 _TextureDiffuse_ST;
//边缘光颜色
uniform float4 _RimColor;
//边缘光强度
uniform float _RimPower;
//边缘光强度系数
uniform float _RimIntensity;
//【5】顶点输入结构体 || Vertex Input Struct
struct VertexInput
{
//顶点位置 || Vertex position
float4 vertex : POSITION;
//法线向量坐标 || Normal vector coordinates
float3 normal : NORMAL;
//一级纹理坐标 || Primary texture coordinates
float4 texcoord : TEXCOORD0;
};
//【6】顶点输出结构体 || Vertex Output Struct
struct VertexOutput
{
//像素位置 || Pixel position
float4 pos : SV_POSITION;
//一级纹理坐标 || Primary texture coordinates
float4 texcoord : TEXCOORD0;
//法线向量坐标 || Normal vector coordinates
float3 normal : NORMAL;
//世界空间中的坐标位置 || Coordinate position in world space
float4 posWorld : TEXCOORD1;
//创建光源坐标,用于内置的光照 || Function in AutoLight.cginc to create light coordinates
LIGHTING_COORDS(3,4)
};
//【7】顶点着色函数 || Vertex Shader Function
VertexOutput vert(VertexInput v)
{
//【1】声明一个顶点输出结构对象 || Declares a vertex output structure object
VertexOutput o;
//【2】填充此输出结构 || Fill the output structure
//将输入纹理坐标赋值给输出纹理坐标
o.texcoord = v.texcoord;
//获取顶点在世界空间中的法线向量坐标
o.normal = mul(float4(v.normal,0), unity_WorldToObject).xyz;
//获得顶点在世界空间中的位置坐标
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
//获取像素位置
o.pos = UnityObjectToClipPos(v.vertex);
//【3】返回此输出结构对象 || Returns the output structure
return o;
}
//【8】片段着色函数 || Fragment Shader Function
fixed4 frag(VertexOutput i) : COLOR
{
//【8.1】方向参数准备 || Direction
//视角方向
float3 ViewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
//法线方向
float3 Normalection = normalize(i.normal);
//光照方向
float3 LightDirection = normalize(_WorldSpaceLightPos0.xyz);
//【8.2】计算光照的衰减 || Lighting attenuation
//衰减值
float Attenuation = LIGHT_ATTENUATION(i);
//衰减后颜色值
float3 AttenColor = Attenuation * _LightColor0.xyz;
//【8.3】计算漫反射 || Diffuse
float NdotL = dot(Normalection, LightDirection);
float3 Diffuse = max(0.0, NdotL) * AttenColor + UNITY_LIGHTMODEL_AMBIENT.xyz;
//【8.4】准备自发光参数 || Emissive
//计算边缘强度
half Rim = 1.0 - max(0, dot(i.normal, ViewDirection));
//计算出边缘自发光强度
float3 Emissive = _RimColor.rgb * pow(Rim,_RimPower) *_RimIntensity;
//【8.5】计在最终颜色中加入自发光颜色 || Calculate the final color
//最终颜色 = (漫反射系数 x 纹理颜色 x rgb颜色)+自发光颜色 || Final Color=(Diffuse x Texture x rgbColor)+Emissive
float3 finalColor = Diffuse * (tex2D(_TextureDiffuse,TRANSFORM_TEX(i.texcoord.rg, _TextureDiffuse)).rgb*_MainColor.rgb) + Emissive;
//【8.6】返回最终颜色 || Return final color
return fixed4(finalColor,1);
}
//-------------------结束CG着色器编程语言段 || End CG Programming Part------------------
ENDCG
}
}
//后备着色器为普通漫反射 || Fallback use Diffuse
FallBack "Diffuse"
}
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/EmissionOutline" //Shader文件索引路径
{
Properties
{
_MainTex ("【主纹理】Texture", 2D) = "white" {}
_BumpMap ("【凹凸纹理】Bumpmap", 2D) = "bump" {}
_Detail ("【细节纹理】Detail", 2D) = "gray" {}
_ColorTint ("【色泽】Tint", Color) = (0.6, 0.3, 0.6, 0.3)
_RimColor ("【边缘颜色】Rim Color", Color) = (0.26,0.19,0.16,0.0)
_RimPower ("【边缘颜色强度】Rim Power", Range(0.5,8.0)) = 3.0
}
//--------------------------------【子着色器】----------------------------------
SubShader
{
//-----------子着色器标签----------
Tags { "RenderType" = "Opaque" }
//-------------------开始CG着色器编程语言段-----------------
CGPROGRAM
//【1】光照模式声明:使用兰伯特光照模式+自定义颜色函数
#pragma surface surf Lambert finalcolor:setcolor
//【2】输入结构
struct Input
{
//主纹理的uv值
float2 uv_MainTex;
//凹凸纹理的uv值
float2 uv_BumpMap;
//细节纹理的uv值
float2 uv_Detail;
//当前坐标的视角方向
float3 viewDir;
};
//变量声明
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _Detail;
fixed4 _ColorTint;
float4 _RimColor;
float _RimPower;
//【3】自定义颜色函数setcolor的编写
void setcolor (Input IN, SurfaceOutput o, inout fixed4 color)
{
color *= _ColorTint;
}
//【4】表面着色函数的编写
void surf (Input IN, inout SurfaceOutput o)
{
//先从主纹理获取rgb颜色值
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
//设置细节纹理
o.Albedo *= tex2D (_Detail, IN.uv_Detail).rgb * 2;
//从凹凸纹理获取法线值
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
//从_RimColor参数获取自发光颜色
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow (rim, _RimPower);
}
//-------------------结束CG着色器编程语言段------------------
ENDCG
}
//“备胎”为普通漫反射
Fallback "Diffuse"
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//内发光效果
Shader "Custom/Outline1" {
Properties
{
_MainTex("main tex",2D) = "black"{}
_RimColor("rim color",Color) = (1,1,1,1)//边缘颜色
_RimPower("rim power",range(1,10)) = 2//边缘强度
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include"UnityCG.cginc"
struct v2f
{
float4 vertex:POSITION;
float4 uv:TEXCOORD0;
float4 NdotV:COLOR;
};
sampler2D _MainTex;
float4 _RimColor;
float _RimPower;
v2f vert(appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
float3 V = WorldSpaceViewDir(v.vertex);
V = mul(unity_WorldToObject,V);//视方向从世界到模型坐标系的转换
o.NdotV.x = saturate(dot(v.normal,normalize(V)));//必须在同一坐标系才能正确做点乘运算
return o;
}
half4 frag(v2f IN) :COLOR
{
half4 c = tex2D(_MainTex,IN.uv);
//用视方向和法线方向做点乘,越边缘的地方,法线和视方向越接近90度,点乘越接近0.
//用(1- 上面点乘的结果)*颜色,来反映边缘颜色情况
c.rgb += pow((1 - IN.NdotV.x) ,_RimPower)* _RimColor.rgb;
return c;
}
ENDCG
}
}
FallBack "Diffuse"
}
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// 星球Shader
// 两个Pass
// 1 做星球表面 Diff/Norm/Spec/Rim
// 2 做星球外发光环, Rim + Transparent
Shader "TAShaders/Planet"
{
Properties
{
_Color ("Color", Color) = (1, 1, 1, 1)
_MainTex ("Main Tex", 2D) = "grey" {}
// Specular
_Specular ("Specular", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(0.1, 256)) = 20
// Normal
_BumpMap ("Normal Map", 2D) = "bump" {}
//_BumpScale ("Bump Scale", Float) = 1.0
// Rim
_RimColor ("RimColor", Color) = (1, 1, 1, 1)
_RimPower ("RimPower", Range(0, 15)) = 10
_RimMulitpiler ("RimMultipiler", Range(0, 15)) = 10
// Extrusion
_Extrusion ("Extrusion", Range(0, 10)) = 1
// Panner
_PannerXSpeed ("PanX Speed", Float) = 0
}
SubShader
{
// 第1个Pass,做基本的Diff/Norm/Spec/ + Rim
Pass
{
Cull Back
Tags { "RenderType"="Opaque" "LightMode"="ForwardBase" }
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
//#include "AutoLight.cginc"
// Fog
//#pragma multi_compile_fog
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
// Specular
fixed4 _Specular;
float _Gloss;
// Normal
sampler2D _BumpMap;
// Rim
fixed4 _RimColor;
fixed _RimPower;
fixed _RimMulitpiler;
// Extrusion
float _Extrusion;
// UVAnimSpeed
float _PannerXSpeed;
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
// FogCoord
UNITY_FOG_COORDS(3)
// Normal
float3 lightDir: TEXCOORD1;
float3 viewDir : TEXCOORD2;
};
v2f vert(appdata v)
{
v2f o;
// 做UV动画?,也许另写脚本旋转球体比较理智,UV动画会像是一张皮在球体上滑动
v.texcoord.x += _Time * _PannerXSpeed;
// 投射空间的顶点位置
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
// Fog
//UNITY_TRANSFER_FOG(o,o.pos);
TANGENT_SPACE_ROTATION;
// 视图向量与灯光向量转到 切线空间
o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// 在切线空间计算法线
fixed3 tangentLightDir = normalize(i.lightDir);
fixed3 tangentViewDir = normalize(i.viewDir);
fixed4 packedNormal = tex2D(_BumpMap, i.uv);
fixed3 tangentNormal;
tangentNormal = UnpackNormal(packedNormal);
tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy))); // Diffuse贴图采样
fixed3 diff = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
// Lambert
fixed LM_Lambert = saturate(dot(tangentNormal, tangentLightDir));
// Ambient颜色
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
// Rim
fixed rim = saturate(dot(tangentNormal, tangentViewDir));
fixed rimPow = (15 - _RimPower);
// 取了RimPower最大值反向
fixed rimMulti = _RimMulitpiler * 0.2;
//
fixed3 rimColor = pow((1- rim),rimPow) * _RimColor * rimMulti;
// Specular
fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(tangentNormal, halfDir)), _Gloss);
// Final颜色混合
fixed3 final = (_LightColor0.rgb * diff * LM_Lambert) + (diff * ambient) + specular + rimColor;
fixed4 finalColor = fixed4(final,1.0);
// Fog
//UNITY_APPLY_FOG(i.fogCoord, finalColor);
return fixed4(finalColor);
}
ENDCG
}
// 第2个Pass,用作外轮廓发光
pass
{
// 使用Transparent排序,不使用ZWrite,
Tags { "LightMode" = "Always" "Queue"="Transparent" "IgnoreProjector"="True"}
ZWrite Off
Lighting Off
// 剔除前面的面
Cull Front
// 使用 Soft Additive混合
Blend OneMinusDstColor One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed _Color;
fixed4 _RimColor;
fixed _RimPower;
fixed _RimMulitpiler;
fixed _Extrusion;
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uvMatCap : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
float3 worldPos : TEXCOORD2;
};
v2f vert (appdata v)
{
// 将顶点沿着法线方向向外推
v.vertex.xyz += v.normal * (_RimPower * 0.01) * _Extrusion;
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
return o;
}
float4 frag (v2f i) : COLOR
{
// N 世界空间法线
fixed3 worldNormal = normalize(i.worldNormal);
// V 视图向量
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
// Rim
fixed rimMulti = _RimMulitpiler * 0.001f;
// 这里对Rim倍乘做了调整,否则Rim会显得非常亮
fixed fresnel = 1 - dot(worldNormal, viewDir);
fixed3 fresnelColor = pow(fresnel,_RimPower) * _RimColor.rgb * rimMulti;
// Final
fixed3 final = fresnelColor;
return fixed4(final,1.0);
}
ENDCG
}
}
FallBack "Specular"
}
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Shader "Custom/Shield2"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)//圈内的颜色
_RimColor("Rim Color", Color) = (1,1,1,1)//边缘颜色
_RimScale("Rim Scale", Float) = 1//边缘大小
_Transparent("Transparent", Range(0, 1)) = 0//控制透明度
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True" }
LOD 300
//Unity会把 CGINCLUDE 和 ENDCG 之间的代码插入到每一个pass中,已达到声明一遍,多次使用的目的。
CGINCLUDE
#include "UnityCG.cginc"
fixed4 _Color;
fixed4 _RimColor;
float _RimScale;
fixed _Transparent;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD1;
float3 worldViewDir : TEXCOORD2;
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldViewDir = UnityWorldSpaceViewDir(v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_TARGET
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldViewDir = normalize(i.worldViewDir);
// 计算法线和视线的点积结果,越靠近边缘,值越趋近于1
fixed rim = 1 - abs(dot(worldNormal, worldViewDir));
fixed4 finalColor = fixed4(lerp(_Color.rgb, _RimColor.rgb, rim* _RimScale), max(rim* _RimScale, _Transparent));
return finalColor;
}
ENDCG
Pass {
Cull Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
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Shader "Custom/Shield4"
{
Properties
{
_ScanMap("ScanMap",2D)="white"{}
_ScanCol("ScanColor",color)=(1,1,1,1)
_ScanScale("ScanScale",range(0,0.2))=0.1
_ScanFrequency("ScanFrequency",range(0,1))=0.5
_ScanFresnelScale("ScanFresnelScale",range(0,1))=0.5
_ScanFresnelPow("ScanFresnelPow",range(0,10))=1
_ShieldMap("ShieldMap",2D)="white"{}
_ShieldCol("ShieldColor",color)=(1,1,1,1)
_ShieldFresnelScale("ShieldFresnelScale",range(0,1))=0.5
_ShieldFresnelPow("ShieldFresnelPow",range(0,10))=1
}
SubShader
{
Tags{"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _ScanMap;
float4 _ScanMap_ST;
fixed4 _ScanCol;
fixed _ScanScale;
fixed _ScanFrequency;
fixed _ScanFresnelScale;
float _ScanFresnelPow;
sampler2D _ShieldMap;
float4 _ShieldMap_ST;
fixed4 _ShieldCol;
fixed _ShieldFresnelScale;
float _ShieldFresnelPow;
struct a2v
{
float4 vertex:POSITION;
float4 shield:TEXCOORD0;
float4 scan:TEXCOORD1;
fixed4 color:COLOR;
float3 normal:NORMAL;
};
struct v2f
{
float4 pos:SV_POSITION;
float4 uv:TEXCOORD0;
float2 uv_Line:TEXCOORD4;
float3 WorldNormal:TEXCOORD1;
float3 WorldPos:TEXCOORD2;
float4 color:TEXCOORD3;
};
//ScanVert是修改顶点位置,然护盾有向外扩张的效果
v2f ScanVert(a2v v)
{
v2f o;
o.pos=mul(UNITY_MATRIX_MV,v.vertex);
float3 ViewNormal=mul((float3x3)UNITY_MATRIX_IT_MV,v.normal);
o.pos+=float4(ViewNormal,0)*_ScanScale;
o.pos=mul(UNITY_MATRIX_P,o.pos);
//把顶点位置转换到view位置然后向外扩张。
o.uv.xy=TRANSFORM_TEX(v.scan,_ScanMap);
o.uv.zw=TRANSFORM_TEX(v.shield,_ShieldMap);
o.WorldNormal=UnityObjectToWorldNormal(v.normal);
o.WorldPos=mul(unity_ObjectToWorld,v.vertex);
o.color=v.color;
return o;
}
fixed4 ScanFrag(v2f i):SV_Target
{
fixed scanAlpha=tex2D(_ScanMap,i.uv.xy+float2(0,1)*_Time.y*_ScanFrequency).a;
//判断scanAlpha是否等于0,等于0剔除
if(scanAlpha==0)
{
discard;
}
fixed3 WorldNormalDir=normalize(i.WorldNormal);
fixed3 WorldViewDir=normalize(_WorldSpaceCameraPos.xyz-i.WorldPos.xyz);
//fresnel 菲涅尔公式,边缘比较实,里面比较虚那种感觉,可以 直接 return backCol; 看一下效果
fixed fresnel=_ScanFresnelScale+(1-_ScanFresnelScale)*pow(1-saturate(dot(WorldNormalDir,WorldViewDir)),_ScanFresnelPow);
fixed fresnleAlpha=lerp(0,1,fresnel);
fixed4 backCol=fixed4(_ScanCol.rgb,fresnleAlpha);
fixed4 shieldCol=tex2D(_ShieldMap,i.uv.zw)*_ScanCol;
//shieldCol.a*scanAlpha是为了看起来中间实两边虚的效果(ps:纹理是渐变纹理来的)
shieldCol=fixed4(shieldCol.rgb,shieldCol.a*scanAlpha);
fixed4 finalCol=backCol+shieldCol;
return finalCol;
}
v2f ShiedlVert(a2v v)
{
v2f o;
o.pos=UnityObjectToClipPos(v.vertex);
o.uv.xy=TRANSFORM_TEX(v.scan,_ScanMap);
o.uv.zw=TRANSFORM_TEX(v.shield,_ShieldMap);
o.WorldNormal=UnityObjectToWorldNormal(v.normal);
o.WorldPos=mul(unity_ObjectToWorld,v.vertex);
o.color=v.color;
return o;
}
fixed4 ShieldFrag(v2f i):SV_Target
{
fixed scanAlpha=tex2D(_ScanMap,i.uv.xy+float2(0,1)*_Time.y*_ScanFrequency).a;
if(scanAlpha>0)
{
discard;
}
fixed3 WorldNormalDir=normalize(i.WorldNormal);
fixed3 WorldViewDir=normalize(_WorldSpaceCameraPos.xyz-i.WorldPos.xyz);
fixed fresnel=_ShieldFresnelScale+(1-_ShieldFresnelScale)*pow(1-saturate(dot(WorldNormalDir,WorldViewDir)),_ShieldFresnelPow);
fixed fresnleAlpha=lerp(0,1,fresnel);
fixed4 backCol=fixed4(_ShieldCol.rgb,fresnleAlpha);
fixed4 shieldCol=tex2D(_ShieldMap,i.uv.zw)*i.color*_ShieldCol;
fixed4 finalCol=backCol+shieldCol;
return finalCol;
}
ENDCG
Pass
{
CGPROGRAM
#pragma vertex ScanVert
#pragma fragment ScanFrag
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex ShiedlVert
#pragma fragment ShieldFrag
ENDCG
}
}
FallBack "Diffuse"
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