batteryDiagnosis/Assets/GameAssets/Model/shader/车身扫描.shader

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8.9 KiB
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "光伏01"
{
Properties
{
[HDR]_Color1("Color 1", Color) = (1,1,1,0)
_Texturemask("Texturemask", 2D) = "white" {}
_TextureSample1("Texture Sample 1", 2D) = "white" {}
_speed("speed", Vector) = (0,0,0,0)
[HDR]_Color0("Color 0", Color) = (0,1.098039,2,0)
_TextureSample0("Texture Sample 0", 2D) = "white" {}
[HideInInspector] _texcoord2( "", 2D ) = "white" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
Cull Back
CGINCLUDE
#include "UnityShaderVariables.cginc"
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
struct Input
{
float2 uv_texcoord;
float2 uv2_texcoord2;
};
uniform float4 _Color1;
uniform float4 _Color0;
uniform sampler2D _Texturemask;
uniform float4 _Texturemask_ST;
uniform sampler2D _TextureSample1;
uniform float2 _speed;
uniform sampler2D _TextureSample0;
uniform float4 _TextureSample0_ST;
void surf( Input i , inout SurfaceOutputStandard o )
{
float2 uv_Texturemask = i.uv_texcoord * _Texturemask_ST.xy + _Texturemask_ST.zw;
float2 panner31 = ( 1.0 * _Time.y * _speed + i.uv2_texcoord2);
o.Albedo = ( ( float4( 0,0,0,0 ) * _Color1 ) + ( _Color0 * ( tex2D( _Texturemask, uv_Texturemask ).r * tex2D( _TextureSample1, panner31 ).r ) ) ).rgb;
float2 uv_TextureSample0 = i.uv_texcoord * _TextureSample0_ST.xy + _TextureSample0_ST.zw;
float4 tex2DNode39 = tex2D( _TextureSample0, uv_TextureSample0 );
o.Alpha = ( ( tex2DNode39 * tex2DNode39.a ) + float4( 0,0,0,0 ) ).r;
}
ENDCG
CGPROGRAM
#pragma surface surf Standard 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;
float4 customPack1 : TEXCOORD1;
float3 worldPos : TEXCOORD2;
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.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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