This commit is contained in:
黄嘉宇 2023-11-15 17:22:55 +08:00
parent e83ccc1b28
commit fcee39af42
39 changed files with 165 additions and 2450280 deletions

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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ERB/Particles/BlendDistort"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_Noise("Noise", 2D) = "white" {}
_Flow("Flow", 2D) = "white" {}
_Mask("Mask", 2D) = "white" {}
_NormalMap("NormalMap", 2D) = "bump" {}
_Color("Color", Color) = (0.5,0.5,0.5,1)
_Distortionpower("Distortion power", Float) = 0
_SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
_DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0)
_Emission("Emission", Float) = 2
_Opacity("Opacity", Range( 0 , 3)) = 1
[Toggle]_Usedepth("Use depth?", Float) = 1
_Depthpower("Depth power", Float) = 1
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] _tex4coord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
Cull Off
GrabPass{ }
CGPROGRAM
#include "UnityStandardUtils.cginc"
#include "UnityShaderVariables.cginc"
#include "UnityCG.cginc"
#pragma target 3.5
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex);
#else
#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex)
#endif
#pragma surface surf Unlit alpha:fade keepalpha noshadow
#undef TRANSFORM_TEX
#define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w)
struct Input
{
float2 uv_texcoord;
float4 screenPos;
float4 uv_tex4coord;
float4 vertexColor : COLOR;
};
ASE_DECLARE_SCREENSPACE_TEXTURE( _GrabTexture )
uniform float _Distortionpower;
uniform sampler2D _NormalMap;
uniform float4 _SpeedMainTexUVNoiseZW;
uniform float4 _NormalMap_ST;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform sampler2D _Flow;
uniform float4 _DistortionSpeedXYPowerZ;
uniform float4 _Flow_ST;
uniform sampler2D _Mask;
uniform float4 _Mask_ST;
uniform sampler2D _Noise;
uniform float4 _Noise_ST;
uniform float4 _Color;
uniform float _Emission;
uniform float _Opacity;
uniform float _Usedepth;
UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
uniform float4 _CameraDepthTexture_TexelSize;
uniform float _Depthpower;
inline float4 ASE_ComputeGrabScreenPos( float4 pos )
{
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
float4 o = pos;
o.y = pos.w * 0.5f;
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
return o;
}
inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
{
return half4 ( 0, 0, 0, s.Alpha );
}
void surf( Input i , inout SurfaceOutput o )
{
float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
float2 uv0_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw;
float2 panner146 = ( 1.0 * _Time.y * appendResult22 + uv0_NormalMap);
float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ase_screenPos );
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float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex);
float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y));
float4 uv0_Flow = i.uv_tex4coord;
uv0_Flow.xy = i.uv_tex4coord.xy * _Flow_ST.xy + _Flow_ST.zw;
float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy);
float2 uv_Mask = i.uv_texcoord * _Mask_ST.xy + _Mask_ST.zw;
float Flowpower102 = _DistortionSpeedXYPowerZ.z;
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float2 uv0_Noise = i.uv_texcoord * _Noise_ST.xy + _Noise_ST.zw;
float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv0_Noise);
float2 appendResult160 = (float2(uv0_Flow.w , 0.0));
float4 tex2DNode14 = tex2D( _Noise, ( panner108 + appendResult160 ) );
float temp_output_88_0 = ( tex2DNode13.a * tex2DNode14.a * _Color.a * i.vertexColor.a * _Opacity );
float3 temp_output_140_0 = (( ( tex2DNode13 * tex2DNode14 * _Color * i.vertexColor ) * _Emission * temp_output_88_0 )).rgb;
float W158 = uv0_Flow.z;
float3 lerpResult157 = lerp( ( temp_output_128_0 + temp_output_140_0 ) , ( temp_output_128_0 * temp_output_140_0 ) , W158);
o.Emission = lerpResult157;
float temp_output_151_0 = saturate( temp_output_88_0 );
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 screenDepth134 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy ));
float distanceDepth134 = abs( ( screenDepth134 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _Depthpower ) );
o.Alpha = lerp(temp_output_151_0,( temp_output_151_0 * saturate( distanceDepth134 ) ),_Usedepth);
}
ENDCG
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