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WireConnection;3;1;53;0 WireConnection;2;1;53;0 +WireConnection;1;1;52;0 WireConnection;45;0;3;1 WireConnection;45;1;48;0 WireConnection;46;0;3;2 @@ -134,14 +134,14 @@ WireConnection;6;1;5;0 WireConnection;76;0;75;0 WireConnection;12;0;2;1 WireConnection;12;1;15;0 -WireConnection;19;0;12;0 -WireConnection;19;1;18;0 -WireConnection;19;2;2;3 -WireConnection;77;0;6;0 -WireConnection;77;1;76;0 WireConnection;47;0;45;0 WireConnection;47;1;46;0 WireConnection;47;2;3;3 +WireConnection;77;0;6;0 +WireConnection;77;1;76;0 +WireConnection;19;0;12;0 +WireConnection;19;1;18;0 +WireConnection;19;2;2;3 WireConnection;24;0;77;0 WireConnection;44;0;19;0 WireConnection;44;1;47;0 @@ -151,8 +151,8 @@ WireConnection;72;0;4;2 WireConnection;72;1;11;0 WireConnection;13;0;4;1 WireConnection;13;1;10;0 -WireConnection;30;0;72;0 WireConnection;28;0;13;0 +WireConnection;30;0;72;0 WireConnection;29;0;14;0 WireConnection;22;0;44;0 WireConnection;82;0;27;0 @@ -164,4 +164,4 @@ WireConnection;0;3;32;0 WireConnection;0;4;33;0 WireConnection;0;5;31;0 ASEEND*/ -//CHKSM=F6A43F507749C0663A5ECBD9EFD5181655F0439D \ No newline at end of file +//CHKSM=A4F2D5460D2F6C9A0396756AB690E50B58B69F2C \ No newline at end of file diff --git a/SXElectricityInformationAcquisition/Assets/Shader/遮罩贴图材质球.shader b/SXElectricityInformationAcquisition/Assets/Shader/遮罩贴图材质球.shader new file mode 100644 index 00000000..cf4798cd --- /dev/null +++ b/SXElectricityInformationAcquisition/Assets/Shader/遮罩贴图材质球.shader @@ -0,0 +1,177 @@ +// 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" +} +/*ASEBEGIN +Version=18935 +501;314;1241;671;2620.031;-0.2017822;1;True;True +Node;AmplifyShaderEditor.CommentaryNode;58;-3165.146,-654.9154;Inherit;False;1515.344;687.8996;法线;13;15;48;2;3;46;45;12;18;47;19;44;22;53;N;1,1,1,1;0;0 +Node;AmplifyShaderEditor.TextureCoordinatesNode;53;-3058.097,-340.4971;Inherit;False;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.CommentaryNode;68;-3399.707,-1820.042;Inherit;False;1759.98;1006.942;基础色;8;1;5;52;6;24;75;76;77;D;1,1,1,1;0;0 +Node;AmplifyShaderEditor.CommentaryNode;56;-3157.236,824.247;Inherit;False;1464.678;593.5877;金属度&粗糙度&环境光遮蔽;11;4;11;9;10;13;14;29;28;30;55;72;M&R&ao;1,1,1,1;0;0 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