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添加医疗景点

WangXin 3 years ago
parent
commit
d4b82cc2da
100 changed files with 10855 additions and 0 deletions
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+  m_Shader: {fileID: 4800000, guid: caf15d259038dce419a391a94b6e2b45, type: 3}
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+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
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+    - _Float0: 1.64
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+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X 
+Shader "ASESampleShaders/Community/Gaxil/Melting"
+{
+	Properties
+	{
+		[HDR]_BaseColor("Base Color", Color) = (0.05136246,0.1295507,0.2794118,0)
+		[NoScaleOffset]_BaseNormal("Base Normal", 2D) = "bump" {}
+		[HDR]_Color1("Color 1", Color) = (1,0,0,0)
+		[HDR]_Color2("Color 2", Color) = (1,1,0,0)
+		[NoScaleOffset]_DisplaceNoise("Displace Noise", 2D) = "white" {}
+		_NoiseScale("NoiseScale", Range( 0 , 0.1)) = 0
+		_Limit("Limit", Range( 0 , 3)) = 2
+		_Smoothness("Smoothness", Range( 0 , 1)) = 0
+		_Metallic("Metallic", Range( 0 , 1)) = 0
+		_NoiseMultiply("Noise Multiply", Float) = 0
+		[Toggle]_AnimatedMelt("Animated Melt", Float) = 1
+		_ManualControl("Manual Control", Float) = 0
+		_TextureSample1("Texture Sample 1", 2D) = "white" {}
+		_Ani("Ani", Range( 0 , 1)) = 1.56
+		_U("U", Float) = 0
+		_v("v", Float) = 0
+		_u_1("u_1", Float) = 0
+		_u_2("u_2", Float) = 0
+		_Tex("Tex", 2D) = "white" {}
+		_Ao("Ao", 2D) = "white" {}
+		_AO("AO", Float) = 0
+		[HideInInspector] _texcoord2( "", 2D ) = "white" {}
+		[HideInInspector] _texcoord( "", 2D ) = "white" {}
+		[HideInInspector] __dirty( "", Int ) = 1
+	}
+
+	SubShader
+	{
+		Pass
+		{
+			ColorMask 0
+			ZTest Equal
+			ZWrite On
+		}
+
+		Tags{ "RenderType" = "TransparentCutout"  "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true"  }
+		Cull Back
+		ZWrite On
+		ZTest LEqual
+		AlphaToMask On
+		CGINCLUDE
+		#include "UnityShaderVariables.cginc"
+		#include "UnityPBSLighting.cginc"
+		#include "Lighting.cginc"
+		#pragma target 3.0
+		struct Input
+		{
+			half2 uv_texcoord;
+			float3 worldPos;
+			half2 uv2_texcoord2;
+		};
+
+		uniform sampler2D _DisplaceNoise;
+		uniform half _AnimatedMelt;
+		uniform half _ManualControl;
+		uniform half _Ani;
+		uniform half _Limit;
+		uniform half _NoiseScale;
+		uniform half _NoiseMultiply;
+		uniform sampler2D _BaseNormal;
+		uniform sampler2D _Ao;
+		uniform float4 _Ao_ST;
+		uniform half _AO;
+		uniform sampler2D _Tex;
+		uniform float4 _Tex_ST;
+		uniform half4 _BaseColor;
+		uniform half4 _Color1;
+		uniform half4 _Color2;
+		uniform sampler2D _TextureSample1;
+		uniform half _u_1;
+		uniform half _u_2;
+		uniform half _U;
+		uniform half _v;
+		uniform half _Metallic;
+		uniform half _Smoothness;
+
+
+		float4 CalculateContrast( float contrastValue, float4 colorTarget )
+		{
+			float t = 0.5 * ( 1.0 - contrastValue );
+			return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
+		}
+
+		void vertexDataFunc( inout appdata_full v, out Input o )
+		{
+			UNITY_INITIALIZE_OUTPUT( Input, o );
+			float3 ase_vertexNormal = v.normal.xyz;
+			float dotResult78 = dot( ase_vertexNormal , half3(0,1,0) );
+			float3 ase_vertex3Pos = v.vertex.xyz;
+			float temp_output_145_0 = (1.0 + (_Ani - 0.0) * (0.05 - 1.0) / (1.0 - 0.0));
+			float2 appendResult61 = (half2(( ase_vertex3Pos.x + lerp(_ManualControl,( (3.0 + ((0.24 + (temp_output_145_0 - 1.0) * (0.29 - 0.24) / (0.05 - 1.0)) - 0.0) * (-2.0 - 3.0) / (1.0 - 0.0)) + _Limit ),_AnimatedMelt) ) , ase_vertex3Pos.z));
+			half4 tex2DNode58 = tex2Dlod( _DisplaceNoise, half4( ( appendResult61 * _NoiseScale ), 0, 0.0) );
+			float temp_output_72_0 = ( ( tex2DNode58.g * _NoiseMultiply ) + lerp(_ManualControl,( (3.0 + ((0.24 + (temp_output_145_0 - 1.0) * (0.29 - 0.24) / (0.05 - 1.0)) - 0.0) * (-2.0 - 3.0) / (1.0 - 0.0)) + _Limit ),_AnimatedMelt) );
+			float Vertex1106 = ase_vertex3Pos.y;
+			float4 appendResult82 = (half4(0.0 , ( ( dotResult78 * 0.0 ) + min( ( temp_output_72_0 - Vertex1106 ) , 0.0 ) ) , 0.0 , 0.0));
+			float smoothstepResult88 = smoothstep( ( temp_output_72_0 - 0.28 ) , ( temp_output_72_0 + 0.28 ) , Vertex1106);
+			float SmoothStep2112 = smoothstepResult88;
+			v.vertex.xyz += ( appendResult82 * SmoothStep2112 ).xyz;
+		}
+
+		void surf( Input i , inout SurfaceOutputStandard o )
+		{
+			float2 uv_BaseNormal122 = i.uv_texcoord;
+			o.Normal = UnpackNormal( tex2D( _BaseNormal, uv_BaseNormal122 ) );
+			float2 uv_Ao = i.uv_texcoord * _Ao_ST.xy + _Ao_ST.zw;
+			float2 uv_Tex = i.uv_texcoord * _Tex_ST.xy + _Tex_ST.zw;
+			float4 temp_output_143_0 = ( tex2D( _Tex, uv_Tex ) * _BaseColor );
+			float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) );
+			float temp_output_145_0 = (1.0 + (_Ani - 0.0) * (0.05 - 1.0) / (1.0 - 0.0));
+			float2 appendResult61 = (half2(( ase_vertex3Pos.x + lerp(_ManualControl,( (3.0 + ((0.24 + (temp_output_145_0 - 1.0) * (0.29 - 0.24) / (0.05 - 1.0)) - 0.0) * (-2.0 - 3.0) / (1.0 - 0.0)) + _Limit ),_AnimatedMelt) ) , ase_vertex3Pos.z));
+			half4 tex2DNode58 = tex2D( _DisplaceNoise, ( appendResult61 * _NoiseScale ) );
+			float temp_output_72_0 = ( ( tex2DNode58.g * _NoiseMultiply ) + lerp(_ManualControl,( (3.0 + ((0.24 + (temp_output_145_0 - 1.0) * (0.29 - 0.24) / (0.05 - 1.0)) - 0.0) * (-2.0 - 3.0) / (1.0 - 0.0)) + _Limit ),_AnimatedMelt) );
+			float Vertex1106 = ase_vertex3Pos.y;
+			float smoothstepResult92 = smoothstep( ( temp_output_72_0 - 0.0 ) , ( temp_output_72_0 + 0.0 ) , Vertex1106);
+			float SmoothStep1110 = smoothstepResult92;
+			o.Albedo = ( tex2D( _Ao, uv_Ao ) * _AO * ( temp_output_143_0 * saturate( ( 1.0 - ( 5.0 * SmoothStep1110 ) ) ) ) ).rgb;
+			float4 appendResult141 = (half4(_u_1 , _u_2 , 0.0 , 0.0));
+			float4 appendResult138 = (half4(_U , _v , 0.0 , 0.0));
+			float2 uv2_TexCoord130 = i.uv2_texcoord2 * appendResult141.xy + appendResult138.xy;
+			// *** BEGIN Flipbook UV Animation vars ***
+			// Total tiles of Flipbook Texture
+			float fbtotaltiles128 = 4.0 * 23.0;
+			// Offsets for cols and rows of Flipbook Texture
+			float fbcolsoffset128 = 1.0f / 4.0;
+			float fbrowsoffset128 = 1.0f / 23.0;
+			// Speed of animation
+			float fbspeed128 = _Time[ 1 ] * 0.0;
+			// UV Tiling (col and row offset)
+			float2 fbtiling128 = float2(fbcolsoffset128, fbrowsoffset128);
+			// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
+			// Calculate current tile linear index
+			float fbcurrenttileindex128 = round( fmod( fbspeed128 + (1.0 + (temp_output_145_0 - 0.0) * (92.0 - 1.0) / (1.0 - 0.0)), fbtotaltiles128) );
+			fbcurrenttileindex128 += ( fbcurrenttileindex128 < 0) ? fbtotaltiles128 : 0;
+			// Obtain Offset X coordinate from current tile linear index
+			float fblinearindextox128 = round ( fmod ( fbcurrenttileindex128, 4.0 ) );
+			// Multiply Offset X by coloffset
+			float fboffsetx128 = fblinearindextox128 * fbcolsoffset128;
+			// Obtain Offset Y coordinate from current tile linear index
+			float fblinearindextoy128 = round( fmod( ( fbcurrenttileindex128 - fblinearindextox128 ) / 4.0, 23.0 ) );
+			// Reverse Y to get tiles from Top to Bottom
+			fblinearindextoy128 = (int)(23.0-1) - fblinearindextoy128;
+			// Multiply Offset Y by rowoffset
+			float fboffsety128 = fblinearindextoy128 * fbrowsoffset128;
+			// UV Offset
+			float2 fboffset128 = float2(fboffsetx128, fboffsety128);
+			// Flipbook UV
+			half2 fbuv128 = uv2_TexCoord130 * fbtiling128 + fboffset128;
+			// *** END Flipbook UV Animation vars ***
+			half4 temp_cast_3 = (tex2DNode58.g).xxxx;
+			float smoothstepResult88 = smoothstep( ( temp_output_72_0 - 0.28 ) , ( temp_output_72_0 + 0.28 ) , Vertex1106);
+			float SmoothStep2112 = smoothstepResult88;
+			float4 lerpResult56 = lerp( _Color1 , ( ( _Color2 * tex2D( _TextureSample1, fbuv128 ) ) * CalculateContrast(0.0,temp_cast_3) ) , SmoothStep2112);
+			o.Emission = ( temp_output_143_0 + ( lerpResult56 * SmoothStep1110 ) ).rgb;
+			o.Metallic = _Metallic;
+			o.Smoothness = _Smoothness;
+			o.Alpha = 1;
+		}
+
+		ENDCG
+		CGPROGRAM
+		#pragma surface surf Standard keepalpha fullforwardshadows vertex:vertexDataFunc 
+
+		ENDCG
+		Pass
+		{
+			Name "ShadowCaster"
+			Tags{ "LightMode" = "ShadowCaster" }
+			ZWrite On
+			AlphaToMask Off
+			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			#pragma target 3.0
+			#pragma multi_compile_shadowcaster
+			#pragma multi_compile UNITY_PASS_SHADOWCASTER
+			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
+			#include "HLSLSupport.cginc"
+			#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
+				#define CAN_SKIP_VPOS
+			#endif
+			#include "UnityCG.cginc"
+			#include "Lighting.cginc"
+			#include "UnityPBSLighting.cginc"
+			struct v2f
+			{
+				V2F_SHADOW_CASTER;
+				float4 customPack1 : TEXCOORD1;
+				float3 worldPos : TEXCOORD2;
+				float4 tSpace0 : TEXCOORD3;
+				float4 tSpace1 : TEXCOORD4;
+				float4 tSpace2 : TEXCOORD5;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+			v2f vert( appdata_full v )
+			{
+				v2f o;
+				UNITY_SETUP_INSTANCE_ID( v );
+				UNITY_INITIALIZE_OUTPUT( v2f, o );
+				UNITY_TRANSFER_INSTANCE_ID( v, o );
+				Input customInputData;
+				vertexDataFunc( v, customInputData );
+				float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
+				half3 worldNormal = UnityObjectToWorldNormal( v.normal );
+				half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
+				half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
+				half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
+				o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
+				o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
+				o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
+				o.customPack1.xy = customInputData.uv_texcoord;
+				o.customPack1.xy = v.texcoord;
+				o.customPack1.zw = customInputData.uv2_texcoord2;
+				o.customPack1.zw = v.texcoord1;
+				o.worldPos = worldPos;
+				TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
+				return o;
+			}
+			half4 frag( v2f IN
+			#if !defined( CAN_SKIP_VPOS )
+			, UNITY_VPOS_TYPE vpos : VPOS
+			#endif
+			) : SV_Target
+			{
+				UNITY_SETUP_INSTANCE_ID( IN );
+				Input surfIN;
+				UNITY_INITIALIZE_OUTPUT( Input, surfIN );
+				surfIN.uv_texcoord = IN.customPack1.xy;
+				surfIN.uv2_texcoord2 = IN.customPack1.zw;
+				float3 worldPos = IN.worldPos;
+				half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
+				surfIN.worldPos = worldPos;
+				SurfaceOutputStandard o;
+				UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
+				surf( surfIN, o );
+				#if defined( CAN_SKIP_VPOS )
+				float2 vpos = IN.pos;
+				#endif
+				SHADOW_CASTER_FRAGMENT( IN )
+			}
+			ENDCG
+		}
+	}
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+  m_LightmapFlags: 0
+  m_EnableInstancingVariants: 0
+  m_DoubleSidedGI: 0
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+  stringTagMap: {}
+  disabledShaderPasses: []
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+        m_Scale: {x: 1, y: 1}
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+        m_Scale: {x: 1, y: 23.72}
+        m_Offset: {x: 0, y: 0}
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+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    m_Floats:
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+    - _Cutoff: 0.5
+    - _DetailNormalMapScale: 1
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+    m_Colors:
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Assets/3D/FX/AmplifyShaderEditor/Examples/Community/Melting/New Material.mat.meta

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Assets/3D/FX/AmplifyShaderEditor/Examples/Community/Tl 2.shader

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+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X 
+Shader "Tl2_shader"
+{
+	Properties
+	{
+		_1234("1234", 2D) = "white" {}
+		_Color0("Color 0", Color) = (0,0,0,0)
+		_TextureSample0("Texture Sample 0", 2D) = "white" {}
+		_XIAO("XIAO", Float) = 0
+		_Float5("Float 5", Float) = 0
+		[HideInInspector] _texcoord( "", 2D ) = "white" {}
+		[HideInInspector] __dirty( "", Int ) = 1
+	}
+
+	SubShader
+	{
+		Tags{ "RenderType" = "Transparent"  "Queue" = "Geometry+0" "IsEmissive" = "true"  }
+		Cull Back
+		Blend One One
+		
+		CGPROGRAM
+		#include "UnityShaderVariables.cginc"
+		#pragma target 3.0
+		#pragma surface surf Unlit keepalpha addshadow fullforwardshadows 
+		struct Input
+		{
+			float2 uv_texcoord;
+		};
+
+		uniform sampler2D _1234;
+		uniform float4 _1234_ST;
+		uniform float4 _Color0;
+		uniform sampler2D _TextureSample0;
+		uniform float _XIAO;
+		uniform float _Float5;
+
+		inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
+		{
+			return half4 ( 0, 0, 0, s.Alpha );
+		}
+
+		void surf( Input i , inout SurfaceOutput o )
+		{
+			float2 uv_1234 = i.uv_texcoord * _1234_ST.xy + _1234_ST.zw;
+			float temp_output_25_0 = (0.1 + (( abs( sin( ( _Time.y * 4.0 ) ) ) * abs( sin( ( _Time.y * 2.0 ) ) ) * abs( sin( ( _Time.y * 10.0 ) ) ) ) - 0.0) * (0.4 - 0.1) / (1.0 - 0.0));
+			float2 appendResult30 = (float2(1.0 , 15.0));
+			float2 uv_TexCoord32 = i.uv_texcoord * appendResult30 + ( float2( 0,2 ) * _Time.y );
+			float clampResult35 = clamp( tex2D( _TextureSample0, uv_TexCoord32 ).r , _XIAO , 1.0 );
+			float lerpResult37 = lerp( temp_output_25_0 , clampResult35 , _Float5);
+			o.Emission = ( tex2D( _1234, uv_1234 ) * _Color0 * lerpResult37 ).rgb;
+			o.Alpha = 1;
+		}
+
+		ENDCG
+	}
+	Fallback "Diffuse"
+	CustomEditor "ASEMaterialInspector"
+}
+/*ASEBEGIN
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+  externalObjects: {}
+  defaultTextures:
+  - _1234: {fileID: 2800000, guid: 82d494268889986448fe23e6367cb16d, type: 3}
+  - _TextureSample0: {fileID: 2800000, guid: 82d494268889986448fe23e6367cb16d, type: 3}
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Assets/3D/FX/AmplifyShaderEditor/Examples/Community/Tl.shader

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+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X 
+Shader "Tl_shader"
+{
+	Properties
+	{
+		_1234("1234", 2D) = "white" {}
+		_TextureSample0("Texture Sample 0", 2D) = "white" {}
+		_Ani("Ani", Range( 0 , 1)) = 1
+		_Color0("Color 0", Color) = (0,0,0,0)
+		_XIAO("XIAO", Float) = 0
+		[HideInInspector] _texcoord( "", 2D ) = "white" {}
+		[HideInInspector] __dirty( "", Int ) = 1
+	}
+
+	SubShader
+	{
+		Tags{ "RenderType" = "Transparent"  "Queue" = "Geometry+0" "IsEmissive" = "true"  }
+		Cull Off
+		Blend One One
+		
+		CGPROGRAM
+		#include "UnityShaderVariables.cginc"
+		#pragma target 3.0
+		#pragma surface surf Unlit keepalpha addshadow fullforwardshadows 
+		struct Input
+		{
+			float2 uv_texcoord;
+		};
+
+		uniform sampler2D _1234;
+		uniform float _Ani;
+		uniform float4 _Color0;
+		uniform sampler2D _TextureSample0;
+		uniform float _XIAO;
+
+		inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
+		{
+			return half4 ( 0, 0, 0, s.Alpha );
+		}
+
+		void surf( Input i , inout SurfaceOutput o )
+		{
+			float temp_output_4_0_g1 = 4.0;
+			float temp_output_5_0_g1 = 23.0;
+			float2 appendResult7_g1 = (float2(temp_output_4_0_g1 , temp_output_5_0_g1));
+			float totalFrames39_g1 = ( temp_output_4_0_g1 * temp_output_5_0_g1 );
+			float2 appendResult8_g1 = (float2(totalFrames39_g1 , temp_output_5_0_g1));
+			float clampResult42_g1 = clamp( (92.0 + (_Ani - 0.0) * (0.0 - 92.0) / (1.0 - 0.0)) , 0.0001 , ( totalFrames39_g1 - 1.0 ) );
+			float temp_output_35_0_g1 = frac( ( ( 0.0 + clampResult42_g1 ) / totalFrames39_g1 ) );
+			float2 appendResult29_g1 = (float2(temp_output_35_0_g1 , ( 1.0 - temp_output_35_0_g1 )));
+			float2 temp_output_15_0_g1 = ( ( i.uv_texcoord / appendResult7_g1 ) + ( floor( ( appendResult8_g1 * appendResult29_g1 ) ) / appendResult7_g1 ) );
+			float2 appendResult18 = (float2(1.0 , 15.0));
+			float2 uv_TexCoord15 = i.uv_texcoord * appendResult18 + ( float2( 0,3 ) * _Time.y );
+			float clampResult13 = clamp( tex2D( _TextureSample0, uv_TexCoord15 ).r , _XIAO , 1.0 );
+			o.Emission = ( tex2D( _1234, temp_output_15_0_g1 ) * _Color0 * clampResult13 ).rgb;
+			o.Alpha = 1;
+		}
+
+		ENDCG
+	}
+	Fallback "Diffuse"
+	CustomEditor "ASEMaterialInspector"
+}
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+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X 
+Shader "PIFU"
+{
+	Properties
+	{
+		_Tex("Tex", 2D) = "white" {}
+		[HDR]_Color0("Color 0", Color) = (0,0,0,0)
+		_Me("Me", Float) = 0
+		_Sm("Sm", Float) = 0
+		_vv("vv", Float) = -0.18
+		_power("power", Float) = 14.88
+		_rongjie("rongjie", Float) = 0
+		_Ani("Ani", Range( 0 , 1)) = 0
+		_A0("A0", 2D) = "white" {}
+		_Float3("Float 3", Float) = 1.18
+		_MU("MU", Float) = 0
+		_keji("keji", 2D) = "white" {}
+		_Float5("Float 5", Float) = 0.33
+		[HDR]_Color_bianyuan("Color_bianyuan", Color) = (0,0,0,0)
+		_Mask("Mask", 2D) = "white" {}
+		[HDR]_Color_tishi("Color_tishi", Color) = (0,0,0,0)
+		[HideInInspector] _texcoord2( "", 2D ) = "white" {}
+		[HideInInspector] _texcoord( "", 2D ) = "white" {}
+		[HideInInspector] __dirty( "", Int ) = 1
+	}
+
+	SubShader
+	{
+		Tags{ "RenderType" = "Transparent"  "Queue" = "AlphaTest+0" "IsEmissive" = "true"  }
+		Cull Back
+		ZWrite On
+		ZTest LEqual
+		Blend SrcAlpha OneMinusSrcAlpha , SrcAlpha OneMinusSrcAlpha
+		
+		CGINCLUDE
+		#include "UnityShaderVariables.cginc"
+		#include "UnityPBSLighting.cginc"
+		#include "Lighting.cginc"
+		#pragma target 3.0
+		struct Input
+		{
+			float2 uv_texcoord;
+			float2 uv2_texcoord2;
+		};
+
+		uniform sampler2D _Tex;
+		uniform float4 _Tex_ST;
+		uniform sampler2D _A0;
+		uniform float4 _A0_ST;
+		uniform float _Float3;
+		uniform float4 _Color0;
+		uniform sampler2D _keji;
+		uniform float4 _keji_ST;
+		uniform float _vv;
+		uniform float _Ani;
+		uniform float _power;
+		uniform float _MU;
+		uniform float _rongjie;
+		uniform float _Float5;
+		uniform float4 _Color_bianyuan;
+		uniform sampler2D _Mask;
+		uniform float4 _Mask_ST;
+		uniform float4 _Color_tishi;
+		uniform float _Me;
+		uniform float _Sm;
+
+		void surf( Input i , inout SurfaceOutputStandard o )
+		{
+			float2 uv_Tex = i.uv_texcoord * _Tex_ST.xy + _Tex_ST.zw;
+			float4 tex2DNode1 = tex2D( _Tex, uv_Tex );
+			o.Albedo = tex2DNode1.rgb;
+			float2 uv_A0 = i.uv_texcoord * _A0_ST.xy + _A0_ST.zw;
+			float4 temp_output_27_0 = ( tex2D( _A0, uv_A0 ) * _Float3 * ( tex2DNode1 * _Color0 ) );
+			float2 uv_keji = i.uv_texcoord * _keji_ST.xy + _keji_ST.zw;
+			float4 appendResult18 = (float4(_vv , (-0.78 + (_Ani - 0.0) * (0.0 - -0.78) / (1.0 - 0.0)) , 0.0 , 0.0));
+			float2 uv2_TexCoord8 = i.uv2_texcoord2 + appendResult18.xy;
+			float temp_output_9_0 = (uv2_TexCoord8).y;
+			float temp_output_13_0 = ( 1.0 - length( temp_output_9_0 ) );
+			float temp_output_11_0 = length( temp_output_9_0 );
+			float temp_output_15_0 = pow( max( temp_output_13_0 , temp_output_11_0 ) , _power );
+			float lerpResult21 = lerp( ( 1.0 - ( temp_output_15_0 * _MU ) ) , 1.0 , _rongjie);
+			float ifLocalVar36 = 0;
+			if( lerpResult21 >= _Float5 )
+				ifLocalVar36 = 0.0;
+			else
+				ifLocalVar36 = 1.0;
+			float3 desaturateInitialColor52 = temp_output_27_0.rgb;
+			float desaturateDot52 = dot( desaturateInitialColor52, float3( 0.299, 0.587, 0.114 ));
+			float3 desaturateVar52 = lerp( desaturateInitialColor52, desaturateDot52.xxx, 1.0 );
+			float2 uv_Mask = i.uv_texcoord * _Mask_ST.xy + _Mask_ST.zw;
+			o.Emission = ( temp_output_27_0 + ( tex2D( _keji, uv_keji ) * ( lerpResult21 * ifLocalVar36 ) * _Color_bianyuan ) + ( float4( desaturateVar52 , 0.0 ) * tex2D( _Mask, uv_Mask ) * (0.0 + (abs( sin( ( _Time.y * 3.0 ) ) ) - 0.0) * (0.4 - 0.0) / (1.0 - 0.0)) * _Color_tishi ) ).rgb;
+			o.Metallic = _Me;
+			o.Smoothness = _Sm;
+			o.Alpha = lerpResult21;
+		}
+
+		ENDCG
+		CGPROGRAM
+		#pragma surface surf Standard keepalpha fullforwardshadows 
+
+		ENDCG
+		Pass
+		{
+			Name "ShadowCaster"
+			Tags{ "LightMode" = "ShadowCaster" }
+			ZWrite On
+			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			#pragma target 3.0
+			#pragma multi_compile_shadowcaster
+			#pragma multi_compile UNITY_PASS_SHADOWCASTER
+			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
+			#include "HLSLSupport.cginc"
+			#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
+				#define CAN_SKIP_VPOS
+			#endif
+			#include "UnityCG.cginc"
+			#include "Lighting.cginc"
+			#include "UnityPBSLighting.cginc"
+			sampler3D _DitherMaskLOD;
+			struct v2f
+			{
+				V2F_SHADOW_CASTER;
+				float4 customPack1 : TEXCOORD1;
+				float3 worldPos : TEXCOORD2;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+			v2f vert( appdata_full v )
+			{
+				v2f o;
+				UNITY_SETUP_INSTANCE_ID( v );
+				UNITY_INITIALIZE_OUTPUT( v2f, o );
+				UNITY_TRANSFER_INSTANCE_ID( v, o );
+				Input customInputData;
+				float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
+				half3 worldNormal = UnityObjectToWorldNormal( v.normal );
+				o.customPack1.xy = customInputData.uv_texcoord;
+				o.customPack1.xy = v.texcoord;
+				o.customPack1.zw = customInputData.uv2_texcoord2;
+				o.customPack1.zw = v.texcoord1;
+				o.worldPos = worldPos;
+				TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
+				return o;
+			}
+			half4 frag( v2f IN
+			#if !defined( CAN_SKIP_VPOS )
+			, UNITY_VPOS_TYPE vpos : VPOS
+			#endif
+			) : SV_Target
+			{
+				UNITY_SETUP_INSTANCE_ID( IN );
+				Input surfIN;
+				UNITY_INITIALIZE_OUTPUT( Input, surfIN );
+				surfIN.uv_texcoord = IN.customPack1.xy;
+				surfIN.uv2_texcoord2 = IN.customPack1.zw;
+				float3 worldPos = IN.worldPos;
+				half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
+				SurfaceOutputStandard o;
+				UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
+				surf( surfIN, o );
+				#if defined( CAN_SKIP_VPOS )
+				float2 vpos = IN.pos;
+				#endif
+				half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
+				clip( alphaRef - 0.01 );
+				SHADOW_CASTER_FRAGMENT( IN )
+			}
+			ENDCG
+		}
+	}
+	Fallback "Diffuse"
+	CustomEditor "ASEMaterialInspector"
+}
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+//CHKSM=442BFEBC0F634D45B8956402FB9368E53B2EBD12

+ 9 - 0
Assets/3D/Shader/New Amplify Shader 4.shader.meta

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+fileFormatVersion: 2
+guid: 7681d1ef189b6ef4eb745eb8c2730cc3
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 215 - 0
Assets/3D/Shader/Unit.shader

@@ -0,0 +1,215 @@
+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X 
+Shader "0"
+{
+	Properties
+	{
+		_TextureSample0("Texture Sample 0", 2D) = "white" {}
+		_d("d", Float) = 0.05
+		[HDR]_Color0("Color 0", Color) = (0,0,0,0)
+		_U("U", Float) = 3
+		_Float1("Float 1", Float) = 0.49
+		_V("V", Float) = 0
+		_Float0("Float 0", Float) = 3.29
+		[HideInInspector] _texcoord( "", 2D ) = "white" {}
+		[HideInInspector] __dirty( "", Int ) = 1
+	}
+
+	SubShader
+	{
+		Tags{ "RenderType" = "Transparent"  "Queue" = "AlphaTest+0" "IsEmissive" = "true"  }
+		Cull Back
+		ZWrite On
+		ZTest LEqual
+		Blend SrcAlpha OneMinusSrcAlpha
+		
+		CGINCLUDE
+		#include "UnityShaderVariables.cginc"
+		#include "UnityPBSLighting.cginc"
+		#include "Lighting.cginc"
+		#pragma target 3.0
+		struct Input
+		{
+			float2 uv_texcoord;
+		};
+
+		uniform sampler2D _TextureSample0;
+		uniform float _U;
+		uniform float _V;
+		uniform float _Float1;
+		uniform float _d;
+		uniform float4 _Color0;
+		uniform float _Float0;
+
+		inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
+		{
+			return half4 ( 0, 0, 0, s.Alpha );
+		}
+
+		void surf( Input i , inout SurfaceOutput o )
+		{
+			float4 appendResult36 = (float4(_U , _V , 0.0 , 0.0));
+			float4 appendResult27 = (float4(0.0 , 0.05 , 0.0 , 0.0));
+			float2 uv_TexCoord30 = i.uv_texcoord * appendResult36.xy + ( appendResult27 * _Time.y ).xy;
+			float4 tex2DNode2 = tex2D( _TextureSample0, uv_TexCoord30 );
+			float temp_output_6_0 = ( ( _Float1 - length( (i.uv_texcoord).y ) ) / _d );
+			float clampResult45 = clamp( temp_output_6_0 , 0.0 , 1.0 );
+			float ifLocalVar39 = 0;
+			if( temp_output_6_0 <= 1.0 )
+				ifLocalVar39 = 0.0;
+			else
+				ifLocalVar39 = 1.0;
+			float clampResult44 = clamp( ifLocalVar39 , 0.0 , 1.0 );
+			float temp_output_43_0 = ( clampResult45 - clampResult44 );
+			o.Emission = ( ( tex2DNode2 * temp_output_43_0 ) * _Color0 ).rgb;
+			o.Alpha = ( ( ( temp_output_43_0 * tex2DNode2 ) + clampResult44 ) * _Float0 ).r;
+		}
+
+		ENDCG
+		CGPROGRAM
+		#pragma surface surf Unlit keepalpha fullforwardshadows 
+
+		ENDCG
+		Pass
+		{
+			Name "ShadowCaster"
+			Tags{ "LightMode" = "ShadowCaster" }
+			ZWrite On
+			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			#pragma target 3.0
+			#pragma multi_compile_shadowcaster
+			#pragma multi_compile UNITY_PASS_SHADOWCASTER
+			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
+			#include "HLSLSupport.cginc"
+			#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
+				#define CAN_SKIP_VPOS
+			#endif
+			#include "UnityCG.cginc"
+			#include "Lighting.cginc"
+			#include "UnityPBSLighting.cginc"
+			sampler3D _DitherMaskLOD;
+			struct v2f
+			{
+				V2F_SHADOW_CASTER;
+				float2 customPack1 : TEXCOORD1;
+				float3 worldPos : TEXCOORD2;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+			v2f vert( appdata_full v )
+			{
+				v2f o;
+				UNITY_SETUP_INSTANCE_ID( v );
+				UNITY_INITIALIZE_OUTPUT( v2f, o );
+				UNITY_TRANSFER_INSTANCE_ID( v, o );
+				Input customInputData;
+				float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
+				half3 worldNormal = UnityObjectToWorldNormal( v.normal );
+				o.customPack1.xy = customInputData.uv_texcoord;
+				o.customPack1.xy = v.texcoord;
+				o.worldPos = worldPos;
+				TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
+				return o;
+			}
+			half4 frag( v2f IN
+			#if !defined( CAN_SKIP_VPOS )
+			, UNITY_VPOS_TYPE vpos : VPOS
+			#endif
+			) : SV_Target
+			{
+				UNITY_SETUP_INSTANCE_ID( IN );
+				Input surfIN;
+				UNITY_INITIALIZE_OUTPUT( Input, surfIN );
+				surfIN.uv_texcoord = IN.customPack1.xy;
+				float3 worldPos = IN.worldPos;
+				half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
+				SurfaceOutput o;
+				UNITY_INITIALIZE_OUTPUT( SurfaceOutput, o )
+				surf( surfIN, o );
+				#if defined( CAN_SKIP_VPOS )
+				float2 vpos = IN.pos;
+				#endif
+				half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
+				clip( alphaRef - 0.01 );
+				SHADOW_CASTER_FRAGMENT( IN )
+			}
+			ENDCG
+		}
+	}
+	Fallback "Diffuse"
+	CustomEditor "ASEMaterialInspector"
+}
+/*ASEBEGIN
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+ASEEND*/
+//CHKSM=C58553C315BDC1772C5669DF0C33395C61BB8B41

+ 9 - 0
Assets/3D/Shader/Unit.shader.meta

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+guid: 1da33df8922d30b438f3b0b093b3e889
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 8 - 0
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+  externalObjects: {}
+  userData: 
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+ 211 - 0
Assets/3D/Shader/YiLiao/Soft Holo Cone.shader

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+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X 
+Shader "Knife/Soft Holo Cone"
+{
+	Properties
+	{
+		_Softness("Softness", Range( 0 , 1)) = 0
+		[HDR]_Color("Color", Color) = (0,0,0,0)
+		_Mask("Mask", 2D) = "white" {}
+		_DepthFadeDistance("DepthFadeDistance", Float) = 0
+		_MaskSoftness("MaskSoftness", Range( 0 , 1)) = 0
+		_MaskSoftness2("MaskSoftness 2", Range( 0 , 1)) = 0
+		_Mask2("Mask 2", 2D) = "white" {}
+		_Mask2Speed("Mask2Speed", Vector) = (0,0,0,0)
+		_Alpha("Alpha", Range( 0 , 1)) = 1
+		[HideInInspector] _texcoord( "", 2D ) = "white" {}
+		[HideInInspector] __dirty( "", Int ) = 1
+	}
+
+	SubShader
+	{
+		Tags{ "RenderType" = "Transparent"  "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true"  }
+		Cull Off
+		CGINCLUDE
+		#include "UnityShaderVariables.cginc"
+		#include "UnityCG.cginc"
+		#include "UnityPBSLighting.cginc"
+		#include "Lighting.cginc"
+		#pragma target 3.0
+		struct Input
+		{
+			float2 uv_texcoord;
+			float3 worldNormal;
+			float3 viewDir;
+			float4 screenPos;
+		};
+
+		uniform float4 _Color;
+		uniform float _MaskSoftness2;
+		uniform sampler2D _Mask2;
+		uniform float2 _Mask2Speed;
+		uniform float4 _Mask2_ST;
+		uniform float _MaskSoftness;
+		uniform sampler2D _Mask;
+		uniform float4 _Mask_ST;
+		uniform float _Softness;
+		UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
+		uniform float4 _CameraDepthTexture_TexelSize;
+		uniform float _DepthFadeDistance;
+		uniform float _Alpha;
+
+		inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
+		{
+			return half4 ( 0, 0, 0, s.Alpha );
+		}
+
+		void surf( Input i , inout SurfaceOutput o )
+		{
+			o.Emission = _Color.rgb;
+			float2 uv0_Mask2 = i.uv_texcoord * _Mask2_ST.xy + _Mask2_ST.zw;
+			float2 panner25 = ( 1.0 * _Time.y * _Mask2Speed + uv0_Mask2);
+			float smoothstepResult23 = smoothstep( 0.0 , _MaskSoftness2 , tex2D( _Mask2, panner25 ).r);
+			float2 uv_Mask = i.uv_texcoord * _Mask_ST.xy + _Mask_ST.zw;
+			float smoothstepResult19 = smoothstep( 0.0 , _MaskSoftness , tex2D( _Mask, uv_Mask ).r);
+			float3 ase_worldNormal = i.worldNormal;
+			float dotResult4 = dot( ase_worldNormal , i.viewDir );
+			float smoothstepResult7 = smoothstep( 0.0 , _Softness , abs( dotResult4 ));
+			float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
+			float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w;
+			ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
+			float screenDepth16 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy ));
+			float distanceDepth16 = abs( ( screenDepth16 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _DepthFadeDistance ) );
+			float clampResult18 = clamp( distanceDepth16 , 0.0 , 1.0 );
+			o.Alpha = ( ( smoothstepResult23 * smoothstepResult19 * _Color.a ) * smoothstepResult7 * clampResult18 * _Alpha );
+		}
+
+		ENDCG
+		CGPROGRAM
+		#pragma surface surf Unlit alpha:fade keepalpha fullforwardshadows 
+
+		ENDCG
+		Pass
+		{
+			Name "ShadowCaster"
+			Tags{ "LightMode" = "ShadowCaster" }
+			ZWrite On
+			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			#pragma target 3.0
+			#pragma multi_compile_shadowcaster
+			#pragma multi_compile UNITY_PASS_SHADOWCASTER
+			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
+			#include "HLSLSupport.cginc"
+			#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
+				#define CAN_SKIP_VPOS
+			#endif
+			#include "UnityCG.cginc"
+			#include "Lighting.cginc"
+			#include "UnityPBSLighting.cginc"
+			sampler3D _DitherMaskLOD;
+			struct v2f
+			{
+				V2F_SHADOW_CASTER;
+				float2 customPack1 : TEXCOORD1;
+				float3 worldPos : TEXCOORD2;
+				float4 screenPos : TEXCOORD3;
+				float3 worldNormal : TEXCOORD4;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+			v2f vert( appdata_full v )
+			{
+				v2f o;
+				UNITY_SETUP_INSTANCE_ID( v );
+				UNITY_INITIALIZE_OUTPUT( v2f, o );
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
+				UNITY_TRANSFER_INSTANCE_ID( v, o );
+				Input customInputData;
+				float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
+				half3 worldNormal = UnityObjectToWorldNormal( v.normal );
+				o.worldNormal = worldNormal;
+				o.customPack1.xy = customInputData.uv_texcoord;
+				o.customPack1.xy = v.texcoord;
+				o.worldPos = worldPos;
+				TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
+				o.screenPos = ComputeScreenPos( o.pos );
+				return o;
+			}
+			half4 frag( v2f IN
+			#if !defined( CAN_SKIP_VPOS )
+			, UNITY_VPOS_TYPE vpos : VPOS
+			#endif
+			) : SV_Target
+			{
+				UNITY_SETUP_INSTANCE_ID( IN );
+				Input surfIN;
+				UNITY_INITIALIZE_OUTPUT( Input, surfIN );
+				surfIN.uv_texcoord = IN.customPack1.xy;
+				float3 worldPos = IN.worldPos;
+				half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
+				surfIN.viewDir = worldViewDir;
+				surfIN.worldNormal = IN.worldNormal;
+				surfIN.screenPos = IN.screenPos;
+				SurfaceOutput o;
+				UNITY_INITIALIZE_OUTPUT( SurfaceOutput, o )
+				surf( surfIN, o );
+				#if defined( CAN_SKIP_VPOS )
+				float2 vpos = IN.pos;
+				#endif
+				half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
+				clip( alphaRef - 0.01 );
+				SHADOW_CASTER_FRAGMENT( IN )
+			}
+			ENDCG
+		}
+	}
+	Fallback "Diffuse"
+	CustomEditor "ASEMaterialInspector"
+}
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