Commit e9f7885f authored by xujr's avatar xujr

资源更新

parent 9768b472
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_MainTex("Particle Texture", 2D) = "white" {}
_RimColor("Rim Color", Color) = (0.5,0.5,0.5,0.5)
_InnerColor("Inner Color", Color) = (0.5,0.5,0.5,0.5)
_InnerColorPower("Inner Color Power", Range(0.0,1.0)) = 0.5
_RimPower("Rim Power", Range(0.0,5.0)) = 2.5
_AlphaPower("Alpha Rim Power", Range(0.0,10)) = 4.0
_AllPower("All Power", Range(0.0, 10.0)) = 1.0
}
Category{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Effect" "PreviewType" = "Plane" }
SubShader
{
Pass
{
Blend SrcAlpha One
Lighting Off ZWrite Off Fog{ Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _MainTex_ST;
float4 _RimColor;
float _RimPower;
float _AlphaPower;
float _AlphaMin;
float _InnerColorPower;
float _AllPower;
float4 _InnerColor;
struct v2f {
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
fixed4 vertexColor : COLOR;
};
v2f vert(appdata_full v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.vertexColor = v.color;
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.normalDir = UnityObjectToWorldNormal(v.normal);
return o;
}
float4 frag(v2f i) : COLOR
{
float4 color = tex2D(_MainTex, i.uv.xy);
float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
half rim = 1.0 - saturate(dot(normalize(viewDir), i.normalDir));
color.rgb = color.rgb + _RimColor.rgb * pow(rim, _RimPower) *_AllPower + (_InnerColor.rgb * 2 * _InnerColorPower);
color.a = pow(rim, _AlphaPower) * (10 - _AlphaPower) * _RimColor.a / 10;
return color;
}
ENDCG
}
}
}
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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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/OutLine2"
{
Properties
{
_MainTex("main tex",2D) = ""{}
_Factor("factor",Range(0,0.1)) = 0.01//描边粗细因子
_OutLineColor("outline color",Color) = (0,0,0,1)//描边颜色
}
SubShader
{
Pass
{
Cull Front //剔除前面
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 vertex :POSITION;
};
float _Factor;
half4 _OutLineColor;
v2f vert(appdata_full v)
{
v2f o;
//v.vertex.xyz += v.normal * _Factor;
//o.vertex = mul(UNITY_MATRIX_MVP,v.vertex);
//变换到视坐标空间下,再对顶点沿法线方向进行扩展
float4 view_vertex = mul(UNITY_MATRIX_MV,v.vertex);
float3 view_normal = mul(UNITY_MATRIX_IT_MV,v.normal);
view_vertex.xyz += normalize(view_normal) * _Factor; //记得normalize
o.vertex = mul(UNITY_MATRIX_P,view_vertex);
return o;
}
half4 frag(v2f IN):COLOR
{
//return half4(0,0,0,1);
return _OutLineColor;
}
ENDCG
}
Pass
{
Cull Back //剔除后面
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 vertex :POSITION;
float4 uv:TEXCOORD0;
};
sampler2D _MainTex;
v2f vert(appdata_full v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
half4 frag(v2f IN) :COLOR
{
//return half4(1,1,1,1);
half4 c = tex2D(_MainTex,IN.uv);
return c;
}
ENDCG
}
}
FallBack "Diffuse"
}
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Shader "Snoopy/AlphaBase"
{
Properties
{
_MainTex("Particle Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
//这里加一个pass为了不会穿透叠自己的颜色,可以取消这个pass看看效果
Pass
{
ZWrite On
ColorMask 0
}
CGPROGRAM
//使用alpha通道
#pragma surface surf Lambert alpha
struct Input
{
float2 uv_MainTex;
};
sampler2D _MainTex;
fixed4 _Color;
void surf(Input IN, inout SurfaceOutput o)
{
float4 col = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = col.rgb * _Color.rgb;
o.Alpha = _Color.a;
}
ENDCG
}
Fallback "VertexLit"
}
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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"
}
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Shader "Snoopy/AlphaRimPro"
{
Properties
{
_MainTex ("Particle Texture", 2D) = "white" {}
_RimColor ("Rim Color", Color) = (0.5,0.5,0.5,0.5)
_InnerColor ("Inner Color", Color) = (0.5,0.5,0.5,0.5)
_InnerColorPower ("Inner Color Power", Range(0.0,1.0)) = 0.5
_RimPower ("Rim Power", Range(0.0,5.0)) = 2.5
_AlphaPower ("Alpha Rim Power", Range(0.0,8.0)) = 4.0
_AllPower ("All Power", Range(0.0, 10.0)) = 1.0
_InnerAlphaBase ("Inner Alpha Base", Range(0.0, 1.0)) = 1.0
}
SubShader
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Pass
{
// 开启深度写入
ZWrite On
// 设置颜色通道的写掩码,0为不写入任何颜色
ColorMask 0
}
CGPROGRAM
#pragma surface surf Lambert alpha
struct Input
{
float3 viewDir;
float2 uv_MainTex;
INTERNAL_DATA
};
sampler2D _MainTex;
float4 _RimColor;
float _RimPower;
float _AlphaPower;
float _AlphaMin;
float _InnerColorPower;
float _AllPower;
float4 _InnerColor;
float _InnerAlphaBase;
void surf (Input IN, inout SurfaceOutput o)
{
float4 col = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = col.rgb;
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow (rim, _RimPower)*_AllPower+(_InnerColor.rgb*2*_InnerColorPower);
o.Alpha = (_InnerAlphaBase + (pow (rim, _AlphaPower))*_AllPower) * col.a;
}
ENDCG
}
Fallback "VertexLit"
}
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// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
// Toony Colors Pro+Mobile 2
// (c) 2014-2019 Jean Moreno
Shader "Snoopy/Dissolve"
{
Properties
{
[TCP2HeaderHelp(BASE, Base Properties)]
//TOONY COLORS
_Color ("Color", Color) = (1,1,1,1)
_HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0)
_SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0)
//DIFFUSE
_MainTex ("Main Texture", 2D) = "white" {}
[TCP2Separator]
//TOONY COLORS RAMP
[TCP2Header(RAMP SETTINGS)]
_RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5
_RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1
[TCP2Separator]
[TCP2HeaderHelp(DISSOLVE)]
[NoScaleOffset]
_DissolveMap ("Dissolve Map", 2D) = "white" {}
_DissolveValue ("Dissolve Value", Range(0,1)) = 0.5
[TCP2Gradient] _DissolveRamp ("Dissolve Ramp", 2D) = "white" {}
_DissolveGradientWidth ("Ramp Width", Range(0,1)) = 0.2
[TCP2Separator]
[TCP2HeaderHelp(TRANSPARENCY)]
//Alpha Testing
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
[TCP2Separator]
//Avoid compile error if the properties are ending with a drawer
[HideInInspector] __dummy__ ("unused", Float) = 0
}
SubShader
{
Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
CGPROGRAM
#pragma surface surf ToonyColorsCustom fullforwardshadows addshadow exclude_path:deferred exclude_path:prepass
#pragma target 3.0
//================================================================
// VARIABLES
fixed4 _Color;
sampler2D _MainTex;
sampler2D _DissolveMap;
half _DissolveValue;
sampler2D _DissolveRamp;
half _DissolveGradientWidth;
fixed _SketchSpeed;
fixed _Cutoff;
#define UV_MAINTEX uv_MainTex
struct Input
{
half2 uv_MainTex;
};
//================================================================
// CUSTOM LIGHTING
//Lighting-related variables
fixed4 _HColor;
fixed4 _SColor;
half _RampThreshold;
half _RampSmooth;
// Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
//Custom SurfaceOutput
struct SurfaceOutputCustom
{
half atten;
fixed3 Albedo;
fixed3 Normal;
fixed3 Emission;
half Specular;
fixed Gloss;
fixed Alpha;
};
inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi)
{
#define IN_NORMAL s.Normal
half3 lightDir = gi.light.dir;
#if defined(UNITY_PASS_FORWARDBASE)
half3 lightColor = _LightColor0.rgb;
half atten = s.atten;
#else
half3 lightColor = gi.light.color.rgb;
half atten = 1;
#endif
IN_NORMAL = normalize(IN_NORMAL);
fixed ndl = max(0, dot(IN_NORMAL, lightDir));
#define NDL ndl
#define RAMP_THRESHOLD _RampThreshold
#define RAMP_SMOOTH _RampSmooth
fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL);
#if !(POINT) && !(SPOT)
ramp *= atten;
#endif
#if !defined(UNITY_PASS_FORWARDBASE)
_SColor = fixed4(0,0,0,1);
#endif
_SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha
ramp = lerp(_SColor.rgb, _HColor.rgb, ramp);
fixed4 c;
c.rgb = s.Albedo * lightColor.rgb * ramp;
c.a = s.Alpha;
#ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT
c.rgb += s.Albedo * gi.indirect.diffuse;
#endif
return c;
}
void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi)
{
gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL);
s.atten = data.atten; //transfer attenuation to lighting function
gi.light.color = _LightColor0.rgb; //remove attenuation
}
//================================================================
// SURFACE FUNCTION
void surf(Input IN, inout SurfaceOutputCustom o)
{
fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX);
o.Albedo = mainTex.rgb * _Color.rgb;
o.Alpha = _Color.a;
//Dissolve
fixed4 dslv = tex2D(_DissolveMap, IN.UV_MAINTEX.xy);
#define DSLV dslv.r
float dissValue = lerp(-_DissolveGradientWidth, 1, _DissolveValue);
float dissolveUV = smoothstep(DSLV - _DissolveGradientWidth, DSLV + _DissolveGradientWidth, dissValue);
half4 dissolveColor = tex2D(_DissolveRamp, dissolveUV.xx);
dissolveColor *= lerp(0, 3.0, dissolveUV);
o.Emission += dissolveColor.rgb;
o.Alpha *= DSLV + _Cutoff - dissValue;
//Cutout (Alpha Testing)
clip (o.Alpha - _Cutoff);
}
ENDCG
}
Fallback "Diffuse"
//CustomEditor "TCP2_MaterialInspector_SG"
}
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Shader "Custom/ShaderFX"
{
Properties
{
_MainColor("MainColor", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
_Fresnel("Fresnel Intensity", Range(0,200)) = 3.0
_FresnelWidth("Fresnel Width", Range(0,2)) = 3.0
_Distort("Distort", Range(0, 100)) = 1.0
_IntersectionThreshold("Highlight of intersection threshold", range(0,1)) = .1 //Max difference for intersections
_ScrollSpeedU("Scroll U Speed",float) = 2
_ScrollSpeedV("Scroll V Speed",float) = 0
}
SubShader
{
Tags{ "Queue" = "Overlay" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
GrabPass{ "_GrabTexture" }
Pass
{
Lighting Off ZWrite On
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
fixed4 vertex : POSITION;
fixed4 normal: NORMAL;
fixed3 uv : TEXCOORD0;
};
struct v2f
{
fixed2 uv : TEXCOORD0;
fixed4 vertex : SV_POSITION;
fixed3 rimColor :TEXCOORD1;
fixed4 screenPos: TEXCOORD2;
};
sampler2D _MainTex, _CameraDepthTexture, _GrabTexture;
fixed4 _MainTex_ST,_MainColor,_GrabTexture_ST, _GrabTexture_TexelSize;
fixed _Fresnel, _FresnelWidth, _Distort, _IntersectionThreshold, _ScrollSpeedU, _ScrollSpeedV;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
//scroll uv
o.uv.x += _Time * _ScrollSpeedU;
o.uv.y += _Time * _ScrollSpeedV;
//fresnel
fixed3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
fixed dotProduct = 1 - saturate(dot(v.normal, viewDir));
o.rimColor = smoothstep(1 - _FresnelWidth, 1.0, dotProduct) * .5f;
o.screenPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.screenPos.z);//eye space depth of the vertex
return o;
}
fixed4 frag (v2f i,fixed face : VFACE) : SV_Target
{
//intersection
fixed intersect = saturate((abs(LinearEyeDepth(tex2Dproj(_CameraDepthTexture,i.screenPos).r) - i.screenPos.z)) / _IntersectionThreshold);
fixed3 main = tex2D(_MainTex, i.uv);
//distortion
i.screenPos.xy += (main.rg * 2 - 1) * _Distort * _GrabTexture_TexelSize.xy;
fixed3 distortColor = tex2Dproj(_GrabTexture, i.screenPos);
distortColor *= _MainColor * _MainColor.a + 1;
//intersect hightlight
i.rimColor *= intersect * clamp(0,1,face);
main *= _MainColor * pow(_Fresnel,i.rimColor) ;
//lerp distort color & fresnel color
main = lerp(distortColor, main, i.rimColor.r);
main += (1 - intersect) * (face > 0 ? .03:.3) * _MainColor * _Fresnel;
return fixed4(main,.9);
}
ENDCG
}
}
FallBack "Diffuse"
}
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