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| Shader "HHF/Example/UnlitArmor" { Properties { _MainTex ("Texture", 2D) = "white" {}
[Header(Light)] _LightTex("LightTex",2D) = "white" {} _LightColor ("LightColor",color) = (1,1,1,1) _LightFactor("SpeedX(x) SpeedY(y) OffsetY(z) Intensity(w)", vector) = (0.1, 0.1, 0, 1) [Toggle]_LightToggle("Light Toggle",int) = 0 }
SubShader { Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" }
Pass { HLSLPROGRAM #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #pragma multi_compile _ _LIGHTTOGGLE_ON #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" struct appdata { float4 vertex : POSITION; float4 uv : TEXCOORD0; };
struct v2f { float4 uv : TEXCOORD0; float4 positionCS : SV_POSITION; float4 objPos:TEXCOORD1; };
CBUFFER_START(UnityPerMaterial) float4 _MainTex_ST; float4 _LightTex_ST; half4 _LightColor; half4 _LightFactor; CBUFFER_END
TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex); TEXTURE2D (_LightTex);SAMPLER(sampler_LightTex);
v2f vert(appdata v) { v2f o = (v2f)0; o.objPos = v.vertex; o.positionCS = TransformObjectToHClip(v.vertex.xyz); o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex); o.uv.zw = TRANSFORM_TEX(v.uv.xy, _LightTex) + float2(_LightFactor.x, _LightFactor.y) * _Time.y;;
return o; }
half4 frag(v2f i) : SV_TARGET { half4 c = 0;
half4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv.xy); c = mainTex;
#if _LIGHTTOGGLE_ON half fade = max(0, 1 - saturate(i.objPos.y - _LightFactor.z)) * _LightFactor.w; half4 lightTex = SAMPLE_TEXTURE2D(_LightTex, sampler_LightTex, i.uv.zw); c += (lightTex * fade + fade) * _LightColor ; #endif
return c; }
ENDHLSL } }
SubShader { Tags { "RenderType"="Opaque"}
Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ _LIGHTTOGGLE_ON #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc"
struct appdata { float4 vertex : POSITION; float4 uv : TEXCOORD0; };
struct v2f { float4 uv : TEXCOORD0; float4 positionCS : SV_POSITION; float4 objPos:TEXCOORD1; };
sampler2D _MainTex;float4 _MainTex_ST; sampler2D _LightTex;float4 _LightTex_ST; half4 _LightColor; half4 _LightFactor;
v2f vert (appdata v) { v2f o = (v2f)0; o.objPos = v.vertex; o.positionCS = UnityObjectToClipPos(v.vertex); o.uv.xy = TRANSFORM_TEX(v.uv.xy, _MainTex); o.uv.zw = TRANSFORM_TEX(v.uv.xy, _LightTex) + float2(_LightFactor.x, _LightFactor.y) * _Time.y;; return o; }
half4 frag (v2f i) : SV_Target { half4 c = 0;
half4 mainTex = tex2D(_MainTex, i.uv.xy); c = mainTex;
#if _LIGHTTOGGLE_ON half fade = max(0, 1 - saturate(i.objPos.y - _LightFactor.z)) * _LightFactor.w; half4 lightTex = tex2D(_LightTex, i.uv.zw); c += (lightTex * fade + fade) * _LightColor ; #endif
return c; } ENDCG } } }
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