2024.6.4工器具室修改

This commit is contained in:
黄嘉宇 2024-06-04 20:13:02 +08:00
parent 6c96e20746
commit 86dedea73f
60 changed files with 8751 additions and 244 deletions

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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "PBR/MpMaterial"
Shader "PBR/MaskMaterial"
{
Properties
{
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}
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "PBR/MpMaterial"
{
Properties
{
_Tex_D("Tex_D", 2D) = "white" {}
_MainCol("MainCol", Color) = (1,1,1,0)
_Tex_Mp("Tex_Mp", 2D) = "white" {}
_Int_M("Int_M", Range( 0 , 1)) = 1
_Int_S("Int_S", Range( 0 , 1)) = 1
_Int_ao("Int_ao", Range( 0 , 2)) = 1
_Tex_N1("Tex_N1", 2D) = "bump" {}
_Int_N1("Int_N1", Range( 0 , 3)) = 1
_Tex_N2("Tex_N2", 2D) = "bump" {}
_Int_N2("Int_N2", Range( 0 , 3)) = 1
_Tex_E("Tex_E", 2D) = "black" {}
[HDR]_Int_E("Int_E", Color) = (0,0,0,0)
_Whiteint("White int", Range( 0 , 1)) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
Cull Back
CGPROGRAM
#include "UnityStandardUtils.cginc"
#pragma target 3.0
#pragma surface surf Standard keepalpha addshadow fullforwardshadows
struct Input
{
float2 uv_texcoord;
};
uniform sampler2D _Tex_N1;
uniform float _Int_N1;
uniform sampler2D _Tex_N2;
uniform float _Int_N2;
uniform sampler2D _Tex_D;
uniform float4 _MainCol;
uniform float _Whiteint;
uniform sampler2D _Tex_E;
uniform float4 _Int_E;
uniform sampler2D _Tex_Mp;
uniform float _Int_M;
uniform float _Int_S;
uniform float _Int_ao;
void surf( Input i , inout SurfaceOutputStandard o )
{
float3 tex2DNode2 = UnpackNormal( tex2D( _Tex_N1, i.uv_texcoord ) );
float3 appendResult19 = (float3(( tex2DNode2.r * _Int_N1 ) , ( tex2DNode2.g * _Int_N1 ) , tex2DNode2.b));
float3 tex2DNode3 = UnpackNormal( tex2D( _Tex_N2, i.uv_texcoord ) );
float3 appendResult47 = (float3(( tex2DNode3.r * _Int_N2 ) , ( tex2DNode3.g * _Int_N2 ) , tex2DNode3.b));
float3 Normal22 = BlendNormals( appendResult19 , appendResult47 );
o.Normal = Normal22;
float4 temp_cast_0 = ((1.0 + (_Whiteint - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
float4 BaseTex24 = pow( ( tex2D( _Tex_D, i.uv_texcoord ) * _MainCol ) , temp_cast_0 );
o.Albedo = BaseTex24.rgb;
float4 Emission41 = ( tex2D( _Tex_E, i.uv_texcoord ) * _Int_E );
o.Emission = Emission41.rgb;
float4 tex2DNode4 = tex2D( _Tex_Mp, i.uv_texcoord );
float Metalness28 = ( tex2DNode4.r * _Int_M );
o.Metallic = Metalness28;
float Smoothness29 = ( tex2DNode4.b * _Int_S );
o.Smoothness = Smoothness29;
float AmbientOcclusion30 = pow( tex2DNode4.g , _Int_ao );
o.Occlusion = AmbientOcclusion30;
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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