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animations:
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legacyGenerateAnimations: 4
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motionNodeName:
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||||||
|
// Made with Amplify Shader Editor
|
||||||
|
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||||
|
Shader "KuoSan2"
|
||||||
|
{
|
||||||
|
Properties
|
||||||
|
{
|
||||||
|
[HDR]_Col("Col", Color) = (1,1,1,0)
|
||||||
|
_Speed("Speed", Range( 0 , 1)) = 0.1589187
|
||||||
|
_Opacity("透明度", Range( 0 , 1)) = 1
|
||||||
|
_yuan("yuan", 2D) = "white" {}
|
||||||
|
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||||
|
[HideInInspector] __dirty( "", Int ) = 1
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
|
||||||
|
Cull Back
|
||||||
|
CGINCLUDE
|
||||||
|
#include "UnityShaderVariables.cginc"
|
||||||
|
#include "UnityPBSLighting.cginc"
|
||||||
|
#include "Lighting.cginc"
|
||||||
|
#pragma target 3.0
|
||||||
|
struct Input
|
||||||
|
{
|
||||||
|
float2 uv_texcoord;
|
||||||
|
};
|
||||||
|
|
||||||
|
uniform float4 _Col;
|
||||||
|
uniform float _Speed;
|
||||||
|
uniform float _Opacity;
|
||||||
|
uniform sampler2D _yuan;
|
||||||
|
uniform float4 _yuan_ST;
|
||||||
|
|
||||||
|
void surf( Input i , inout SurfaceOutputStandard o )
|
||||||
|
{
|
||||||
|
float Circle6 = saturate( length( (float2( -1,-1 ) + (i.uv_texcoord - float2( 0,0 )) * (float2( 1,1 ) - float2( -1,-1 )) / (float2( 1,1 ) - float2( 0,0 ))) ) );
|
||||||
|
float mulTime10 = _Time.y * _Speed;
|
||||||
|
float temp_output_14_0 = frac( ( mulTime10 - 0.33 ) );
|
||||||
|
float mulTime22 = _Time.y * _Speed;
|
||||||
|
float temp_output_26_0 = frac( ( mulTime22 - 0.66 ) );
|
||||||
|
float clampResult34 = clamp( ( ( step( Circle6 , temp_output_14_0 ) * ( 1.0 - step( Circle6 , ( temp_output_14_0 - 0.1 ) ) ) ) + ( step( Circle6 , temp_output_26_0 ) * ( 1.0 - step( Circle6 , ( temp_output_26_0 - 0.1 ) ) ) ) ) , 0.0 , 1.0 );
|
||||||
|
float temp_output_21_0 = ( clampResult34 * ( 1.0 - pow( Circle6 , _Opacity ) ) );
|
||||||
|
float2 uv_yuan = i.uv_texcoord * _yuan_ST.xy + _yuan_ST.zw;
|
||||||
|
o.Emission = ( _Col * ( 1.0 - temp_output_21_0 ) * tex2D( _yuan, uv_yuan ).r ).rgb;
|
||||||
|
o.Alpha = temp_output_21_0;
|
||||||
|
}
|
||||||
|
|
||||||
|
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;
|
||||||
|
float2 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.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 ) );
|
||||||
|
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"
|
||||||
|
}
|
||||||
|
/*ASEBEGIN
|
||||||
|
Version=18935
|
||||||
|
159.2;258.4;1107.2;431;1090.914;97.9493;1;True;True
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||||||
|
Node;AmplifyShaderEditor.TextureCoordinatesNode;2;-2641.576,-1211.805;Inherit;True;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||||
|
Node;AmplifyShaderEditor.RangedFloatNode;43;-3213.949,-101.2513;Inherit;False;Property;_Speed;Speed;1;0;Create;True;0;0;0;False;0;False;0.1589187;0.137;0;1;0;1;FLOAT;0
|
||||||
|
Node;AmplifyShaderEditor.TFHCRemapNode;3;-2387.868,-1218.048;Inherit;True;5;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT2;1,1;False;3;FLOAT2;-1,-1;False;4;FLOAT2;1,1;False;1;FLOAT2;0
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||||||
|
Node;AmplifyShaderEditor.RangedFloatNode;12;-2796.795,-295.0261;Inherit;False;Constant;_Float0;Float 0;0;0;Create;True;0;0;0;False;0;False;0.33;0;0;0;0;1;FLOAT;0
|
||||||
|
Node;AmplifyShaderEditor.SimpleTimeNode;10;-2794.983,-430.993;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
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