Assets/Models/盆.fbx.meta

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taosuqi 2025-04-02 10:03:26 +08:00
commit c8253448a1
31 changed files with 1627 additions and 910 deletions

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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Alpha/BaseCol"
{
Properties
{
_Tex_alpha("Tex_alpha", 2D) = "white" {}
_TextureSample0("Texture Sample 0", 2D) = "white" {}
[HDR]_MainCol("MainCol", Color) = (0,5.415067,7.129738,0)
_BlendCol("BlendCol", Color) = (0.3540406,0.6023599,0.6415094,0)
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
Cull Off
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
struct Input
{
float2 uv_texcoord;
};
uniform float4 _BlendCol;
uniform sampler2D _Tex_alpha;
uniform float4 _Tex_alpha_ST;
uniform float4 _MainCol;
uniform sampler2D _TextureSample0;
uniform float4 _TextureSample0_ST;
void surf( Input i , inout SurfaceOutputStandard o )
{
float2 uv_Tex_alpha = i.uv_texcoord * _Tex_alpha_ST.xy + _Tex_alpha_ST.zw;
float4 tex2DNode31 = tex2D( _Tex_alpha, uv_Tex_alpha );
float2 uv_TextureSample0 = i.uv_texcoord * _TextureSample0_ST.xy + _TextureSample0_ST.zw;
float4 tex2DNode58 = tex2D( _TextureSample0, uv_TextureSample0 );
float4 clampResult66 = clamp( ( ( _BlendCol * tex2DNode31 ) + ( _MainCol * tex2DNode58 ) ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
o.Albedo = clampResult66.rgb;
float4 clampResult65 = clamp( ( tex2DNode31 + tex2DNode58 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
o.Alpha = clampResult65.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;
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"
}
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "PBR/BaseMaterial_DoubleSide"
{
Properties
{
_Tex_D("Tex_D", 2D) = "white" {}
_BlendCol("BlendCol", Color) = (1,1,1,0)
_ColInt("Col Int", Range( 0 , 1)) = 0
_Tex_R("Tex_R", 2D) = "white" {}
_SmoothInt("Smooth Int", Range( 0 , 1)) = 0
_Tex_N("Tex_N", 2D) = "bump" {}
_NormalInt("Normal Int", Range( 0 , 5)) = 1
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "AlphaTest+0" }
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard keepalpha addshadow fullforwardshadows
struct Input
{
float2 uv_texcoord;
};
uniform sampler2D _Tex_N;
uniform float4 _Tex_N_ST;
uniform float _NormalInt;
uniform sampler2D _Tex_D;
uniform float4 _Tex_D_ST;
uniform float4 _BlendCol;
uniform float _ColInt;
uniform sampler2D _Tex_R;
uniform float4 _Tex_R_ST;
uniform float _SmoothInt;
void surf( Input i , inout SurfaceOutputStandard o )
{
float2 uv_Tex_N = i.uv_texcoord * _Tex_N_ST.xy + _Tex_N_ST.zw;
float3 tex2DNode2 = UnpackNormal( tex2D( _Tex_N, uv_Tex_N ) );
float3 appendResult42 = (float3(( tex2DNode2.r * _NormalInt ) , ( tex2DNode2.g * _NormalInt ) , tex2DNode2.b));
o.Normal = appendResult42;
float2 uv_Tex_D = i.uv_texcoord * _Tex_D_ST.xy + _Tex_D_ST.zw;
float4 temp_cast_0 = ((1.0 + (_ColInt - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
o.Albedo = pow( ( tex2D( _Tex_D, uv_Tex_D ) * _BlendCol ) , temp_cast_0 ).rgb;
float2 uv_Tex_R = i.uv_texcoord * _Tex_R_ST.xy + _Tex_R_ST.zw;
o.Smoothness = pow( ( 1.0 - tex2D( _Tex_R, uv_Tex_R ).r ) , (1.0 + (_SmoothInt - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) );
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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--- !u!78 &1
TagManager:
serializedVersion: 2
tags: []
tags:
- CompleteSeeds
layers:
- Default
- TransparentFX