胡佳骏 1 жил өмнө
commit
ec7221db98
100 өөрчлөгдсөн 10371 нэмэгдсэн , 0 устгасан
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+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X 
+Shader "ASESampleShaders/Community/DissolveBurn"
+{
+	Properties
+	{
+		_Cutoff( "Mask Clip Value", Float ) = 0.5
+		_Albedo("Albedo", 2D) = "white" {}
+		_Normal("Normal", 2D) = "bump" {}
+		_DisolveGuide("Disolve Guide", 2D) = "white" {}
+		_BurnRamp("Burn Ramp", 2D) = "white" {}
+		_DissolveAmount("Dissolve Amount", Range( 0 , 1)) = 0
+		[HDR]_Color0("Color 0", Color) = (0,0,0,0)
+		[HDR]_BurningCol("BurningCol", Color) = (0,0,0,0)
+		[HideInInspector] _texcoord( "", 2D ) = "white" {}
+		[HideInInspector] __dirty( "", Int ) = 1
+	}
+
+	SubShader
+	{
+		Tags{ "RenderType" = "TransparentCutout"  "Queue" = "AlphaTest+0" "IsEmissive" = "true"  }
+		Cull Off
+		CGPROGRAM
+		#pragma target 3.0
+		#pragma surface surf Standard keepalpha addshadow fullforwardshadows 
+		struct Input
+		{
+			float2 uv_texcoord;
+		};
+
+		uniform sampler2D _Normal;
+		uniform float4 _Normal_ST;
+		uniform float4 _Color0;
+		uniform sampler2D _Albedo;
+		uniform float4 _Albedo_ST;
+		uniform float _DissolveAmount;
+		uniform sampler2D _DisolveGuide;
+		SamplerState sampler_DisolveGuide;
+		uniform float4 _DisolveGuide_ST;
+		uniform float4 _BurningCol;
+		uniform sampler2D _BurnRamp;
+		uniform float _Cutoff = 0.5;
+
+		void surf( Input i , inout SurfaceOutputStandard o )
+		{
+			float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw;
+			o.Normal = tex2D( _Normal, uv_Normal ).rgb;
+			float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
+			o.Albedo = ( _Color0 * tex2D( _Albedo, uv_Albedo ) ).rgb;
+			float2 uv_DisolveGuide = i.uv_texcoord * _DisolveGuide_ST.xy + _DisolveGuide_ST.zw;
+			float temp_output_73_0 = ( (-0.6 + (( 1.0 - _DissolveAmount ) - 0.0) * (0.6 - -0.6) / (1.0 - 0.0)) + tex2D( _DisolveGuide, uv_DisolveGuide ).r );
+			float clampResult113 = clamp( (-4.0 + (temp_output_73_0 - 0.0) * (4.0 - -4.0) / (1.0 - 0.0)) , 0.0 , 1.0 );
+			float temp_output_130_0 = ( 1.0 - clampResult113 );
+			float2 appendResult115 = (float2(temp_output_130_0 , 0.0));
+			o.Emission = ( temp_output_130_0 * ( _BurningCol * tex2D( _BurnRamp, appendResult115 ) ) ).rgb;
+			o.Alpha = 1;
+			clip( temp_output_73_0 - _Cutoff );
+		}
+
+		ENDCG
+	}
+	Fallback "Diffuse"
+	CustomEditor "ASEMaterialInspector"
+}
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package/Samples~/DangJian/3D/Shader/AlphaSelfIllum_LiveMusic.shader

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+Shader "AlphaSelfIllum" {
+	Properties {
+		_Color ("Color Tint", Color) = (1,1,1,1)
+		_MainTex ("SelfIllum Color (RGB) Alpha (A)", 2D) = "white"
+	}
+	Category {
+	   Lighting On
+	   ZWrite Off
+	   Cull Back
+	   Blend SrcAlpha OneMinusSrcAlpha
+	   Tags {Queue=Transparent}
+	   SubShader {
+            Material {
+	           Emission [_Color]
+            }
+            Pass {
+	           SetTexture [_MainTex] {
+	                  Combine Texture * Primary, Texture * Primary
+                }
+            }
+        } 
+    }
+}

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+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X 
+Shader "Zyc/JgPbr"
+{
+	Properties
+	{
+		_Light("Light", Vector) = (0.3,1,0,0)
+		_Color0("Color 0", Color) = (1,1,1,0)
+		_light("light", Range( 0 , 3)) = 2.122295
+		_albedo("albedo", 2D) = "white" {}
+		_nom("nom", 2D) = "bump" {}
+		_highlight("highlight", Range( 1 , 90)) = 4.604562
+		_R_mateG_ao("R_mateG_ao", 2D) = "white" {}
+		_Float0("Float 0", Range( 0 , 1)) = 0
+		[HideInInspector] _texcoord( "", 2D ) = "white" {}
+		[HideInInspector] __dirty( "", Int ) = 1
+	}
+
+	SubShader
+	{
+		Tags{ "RenderType" = "Transparent"  "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true"  }
+		Cull Back
+		CGPROGRAM
+		#include "UnityPBSLighting.cginc"
+		#pragma target 3.0
+		#pragma surface surf StandardCustomLighting alpha:fade keepalpha noshadow 
+		struct Input
+		{
+			float2 uv_texcoord;
+			float3 viewDir;
+			INTERNAL_DATA
+		};
+
+		struct SurfaceOutputCustomLightingCustom
+		{
+			half3 Albedo;
+			half3 Normal;
+			half3 Emission;
+			half Metallic;
+			half Smoothness;
+			half Occlusion;
+			half Alpha;
+			Input SurfInput;
+			UnityGIInput GIData;
+		};
+
+		uniform sampler2D _albedo;
+		uniform float4 _albedo_ST;
+		uniform sampler2D _R_mateG_ao;
+		SamplerState sampler_R_mateG_ao;
+		uniform float4 _R_mateG_ao_ST;
+		uniform float4 _Color0;
+		uniform float4 _Light;
+		uniform sampler2D _nom;
+		uniform float4 _nom_ST;
+		uniform float _light;
+		uniform float _highlight;
+		uniform float _Float0;
+
+		inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
+		{
+			UnityGIInput data = s.GIData;
+			Input i = s.SurfInput;
+			half4 c = 0;
+			c.rgb = 0;
+			c.a = _Float0;
+			return c;
+		}
+
+		inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
+		{
+			s.GIData = data;
+		}
+
+		void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
+		{
+			o.SurfInput = i;
+			o.Normal = float3(0,0,1);
+			float2 uv_albedo = i.uv_texcoord * _albedo_ST.xy + _albedo_ST.zw;
+			float4 tex2DNode14 = tex2D( _albedo, uv_albedo );
+			float2 uv_R_mateG_ao = i.uv_texcoord * _R_mateG_ao_ST.xy + _R_mateG_ao_ST.zw;
+			float4 tex2DNode42 = tex2D( _R_mateG_ao, uv_R_mateG_ao );
+			float4 lerpResult41 = lerp( tex2DNode14 , float4( 0,0,0,0 ) , tex2DNode42.r);
+			float4 normalizeResult2 = normalize( _Light );
+			float2 uv_nom = i.uv_texcoord * _nom_ST.xy + _nom_ST.zw;
+			float dotResult9 = dot( UnpackNormal( tex2D( _nom, uv_nom ) ) , i.viewDir );
+			float4 temp_cast_0 = (dotResult9).xxxx;
+			float dotResult7 = dot( normalizeResult2 , temp_cast_0 );
+			float clampResult35 = clamp( dotResult9 , 0.0 , 1.0 );
+			o.Emission = ( ( lerpResult41 + ( ( ( ( _Color0 * dotResult7 ) * _light ) * tex2DNode14 ) + pow( clampResult35 , _highlight ) ) ) * tex2DNode42.g ).rgb;
+		}
+
+		ENDCG
+	}
+	CustomEditor "ASEMaterialInspector"
+}
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+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X 
+Shader "Zyc/JgPbr"
+{
+	Properties
+	{
+		_Light("Light", Vector) = (0.3,1,0,0)
+		_Color0("Color 0", Color) = (1,1,1,0)
+		_light("light", Range( 0 , 3)) = 2.122295
+		_albedo("albedo", 2D) = "white" {}
+		_nom("nom", 2D) = "bump" {}
+		_highlight("highlight", Range( 1 , 90)) = 4.604562
+		_R_mateG_ao("R_mateG_ao", 2D) = "white" {}
+		_Color1("Color 1", Color) = (0,0,0,0)
+		[HideInInspector] _texcoord( "", 2D ) = "white" {}
+		[HideInInspector] __dirty( "", Int ) = 1
+	}
+
+	SubShader
+	{
+		Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" "IgnoreProjector" = "True" "IsEmissive" = "true"  }
+		Cull Back
+		CGPROGRAM
+		#include "UnityPBSLighting.cginc"
+		#pragma target 3.0
+		#pragma surface surf StandardCustomLighting keepalpha noshadow 
+		struct Input
+		{
+			float2 uv_texcoord;
+			float3 viewDir;
+			INTERNAL_DATA
+		};
+
+		struct SurfaceOutputCustomLightingCustom
+		{
+			half3 Albedo;
+			half3 Normal;
+			half3 Emission;
+			half Metallic;
+			half Smoothness;
+			half Occlusion;
+			half Alpha;
+			Input SurfInput;
+			UnityGIInput GIData;
+		};
+
+		uniform float4 _Color1;
+		uniform sampler2D _albedo;
+		uniform float4 _albedo_ST;
+		uniform sampler2D _R_mateG_ao;
+		SamplerState sampler_R_mateG_ao;
+		uniform float4 _R_mateG_ao_ST;
+		uniform float4 _Color0;
+		uniform float4 _Light;
+		uniform sampler2D _nom;
+		uniform float4 _nom_ST;
+		uniform float _light;
+		uniform float _highlight;
+
+		inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
+		{
+			UnityGIInput data = s.GIData;
+			Input i = s.SurfInput;
+			half4 c = 0;
+			c.rgb = 0;
+			c.a = 1;
+			return c;
+		}
+
+		inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
+		{
+			s.GIData = data;
+		}
+
+		void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
+		{
+			o.SurfInput = i;
+			o.Normal = float3(0,0,1);
+			float2 uv_albedo = i.uv_texcoord * _albedo_ST.xy + _albedo_ST.zw;
+			float4 tex2DNode14 = tex2D( _albedo, uv_albedo );
+			float2 uv_R_mateG_ao = i.uv_texcoord * _R_mateG_ao_ST.xy + _R_mateG_ao_ST.zw;
+			float4 tex2DNode42 = tex2D( _R_mateG_ao, uv_R_mateG_ao );
+			float4 lerpResult41 = lerp( tex2DNode14 , float4( 0,0,0,0 ) , tex2DNode42.r);
+			float4 normalizeResult2 = normalize( _Light );
+			float2 uv_nom = i.uv_texcoord * _nom_ST.xy + _nom_ST.zw;
+			float dotResult9 = dot( UnpackNormal( tex2D( _nom, uv_nom ) ) , i.viewDir );
+			float4 temp_cast_0 = (dotResult9).xxxx;
+			float dotResult7 = dot( normalizeResult2 , temp_cast_0 );
+			float clampResult35 = clamp( dotResult9 , 0.0 , 1.0 );
+			o.Emission = ( _Color1 * ( ( lerpResult41 + ( ( ( ( _Color0 * dotResult7 ) * _light ) * tex2DNode14 ) + pow( clampResult35 , _highlight ) ) ) * tex2DNode42.g ) ).rgb;
+		}
+
+		ENDCG
+	}
+	CustomEditor "ASEMaterialInspector"
+}
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