200 lines
9.7 KiB
Plaintext
200 lines
9.7 KiB
Plaintext
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "UV/water"
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{
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Properties
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{
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[HDR]_Color0("发光色", Color) = (0,0.8235294,1.403922,0)
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_Color1("基础色", Color) = (0,0.297723,0.5188679,0)
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_Float0("水流发光强度", Range( 0 , 1)) = 0.5
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_Float2("水流透明度", Range( 0 , 1)) = 0.5
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_Float1("水流速度", Range( 0 , 1)) = 0.3
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_TextureSample0("Texture Sample 0", 2D) = "bump" {}
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
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Cull Back
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CGINCLUDE
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#include "UnityShaderVariables.cginc"
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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struct Input
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{
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float2 uv_texcoord;
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};
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uniform sampler2D _TextureSample0;
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uniform float _Float1;
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uniform float4 _Color0;
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uniform float4 _Color1;
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uniform float _Float0;
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uniform float _Float2;
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//https://www.shadertoy.com/view/XdXGW8
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float2 GradientNoiseDir( float2 x )
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{
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const float2 k = float2( 0.3183099, 0.3678794 );
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x = x * k + k.yx;
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return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );
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}
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float GradientNoise( float2 UV, float Scale )
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{
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float2 p = UV * Scale;
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float2 i = floor( p );
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float2 f = frac( p );
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float2 u = f * f * ( 3.0 - 2.0 * f );
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return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),
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dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),
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lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),
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dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );
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}
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float mulTime9 = _Time.y * _Float1;
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float2 appendResult10 = (float2(mulTime9 , 0.0));
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float2 uv_TexCoord18 = i.uv_texcoord * float2( 0.1,0.4 ) + appendResult10;
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o.Normal = UnpackNormal( tex2D( _TextureSample0, uv_TexCoord18 ) );
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float2 uv_TexCoord8 = i.uv_texcoord * float2( 0.2,1 ) + appendResult10;
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float gradientNoise11 = GradientNoise(uv_TexCoord8,10.0);
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gradientNoise11 = gradientNoise11*0.5 + 0.5;
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float4 lerpResult3 = lerp( _Color0 , _Color1 , gradientNoise11);
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o.Albedo = lerpResult3.rgb;
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o.Emission = ( lerpResult3 * _Float0 ).rgb;
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o.Alpha = _Float2;
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf Standard alpha:fade keepalpha fullforwardshadows
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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#define CAN_SKIP_VPOS
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#endif
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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sampler3D _DitherMaskLOD;
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float2 customPack1 : TEXCOORD1;
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float3 worldPos : TEXCOORD2;
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float4 tSpace0 : TEXCOORD3;
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float4 tSpace1 : TEXCOORD4;
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float4 tSpace2 : TEXCOORD5;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert( appdata_full v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_INITIALIZE_OUTPUT( v2f, o );
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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Input customInputData;
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float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
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half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
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o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
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o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
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o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
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o.customPack1.xy = customInputData.uv_texcoord;
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o.customPack1.xy = v.texcoord;
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o.worldPos = worldPos;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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return o;
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}
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half4 frag( v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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Input surfIN;
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UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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surfIN.uv_texcoord = IN.customPack1.xy;
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float3 worldPos = IN.worldPos;
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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SurfaceOutputStandard o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
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surf( surfIN, o );
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#if defined( CAN_SKIP_VPOS )
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float2 vpos = IN.pos;
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#endif
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half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
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clip( alphaRef - 0.01 );
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SHADOW_CASTER_FRAGMENT( IN )
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=18935
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734;253;1107;533;2027.885;-484.9454;1.3;True;True
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Node;AmplifyShaderEditor.RangedFloatNode;14;-2450.268,379.7357;Inherit;False;Property;_Float1;水流速度;4;0;Create;False;0;0;0;False;0;False;0.3;0.1164529;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleTimeNode;9;-1988.227,386.4545;Inherit;False;1;0;FLOAT;0.3;False;1;FLOAT;0
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Node;AmplifyShaderEditor.DynamicAppendNode;10;-1731.973,497.6765;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.TextureCoordinatesNode;8;-1509.797,515.738;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;0.2,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ColorNode;5;-973.6979,34.11983;Inherit;False;Property;_Color1;基础色;1;0;Create;False;0;0;0;False;0;False;0,0.297723,0.5188679,0;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.NoiseGeneratorNode;11;-1169.756,369.4641;Inherit;True;Gradient;True;False;2;0;FLOAT2;0.5,1;False;1;FLOAT;10;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ColorNode;4;-950.295,-175.934;Inherit;False;Property;_Color0;发光色;0;1;[HDR];Create;False;0;0;0;False;0;False;0,0.8235294,1.403922,0;0,1.090196,1.498039,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.TextureCoordinatesNode;18;-1483.41,781.4831;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;0.1,0.4;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;13;-554.4628,265.1996;Inherit;False;Property;_Float0;水流发光强度;2;0;Create;False;0;0;0;False;0;False;0.5;0.759;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.LerpOp;3;-514.6507,-43.34785;Inherit;True;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleTimeNode;19;-1898.205,759.1928;Inherit;False;1;0;FLOAT;0.3;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;16;-781.7713,707.7297;Inherit;True;Property;_TextureSample0;Texture Sample 0;5;0;Create;True;0;0;0;False;0;False;-1;7422bc3c73678064ebaa52c7d722c159;b41509d6449a7114ab856326ea751223;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.TFHCRemapNode;20;-2176.214,630.7675;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0.5;False;4;FLOAT;1.5;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;17;-481.2592,929.2049;Inherit;False;Property;_Float2;水流透明度;3;0;Create;False;0;0;0;False;0;False;0.5;0.642;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;12;-220.5303,135.9512;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.DynamicAppendNode;21;-1696.901,775.2295;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;5.837095,361.527;Float;False;True;-1;2;ASEMaterialInspector;0;0;Standard;UV/water;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Transparent;0.5;True;True;0;False;Transparent;;Transparent;All;18;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;2;5;False;-1;10;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;True;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;False;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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WireConnection;9;0;14;0
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WireConnection;10;0;9;0
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WireConnection;8;1;10;0
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WireConnection;11;0;8;0
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WireConnection;18;1;10;0
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WireConnection;3;0;4;0
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WireConnection;3;1;5;0
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WireConnection;3;2;11;0
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WireConnection;19;0;20;0
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WireConnection;16;1;18;0
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WireConnection;20;0;14;0
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WireConnection;12;0;3;0
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WireConnection;12;1;13;0
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WireConnection;21;0;19;0
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WireConnection;0;0;3;0
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WireConnection;0;1;16;0
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WireConnection;0;2;12;0
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WireConnection;0;9;17;0
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ASEEND*/
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//CHKSM=37BD2E833AA60D19691E42342ADC76507F04CADC |