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| Shader "HHF/Tutorial/Effect" { Properties { [Header(Render)] [Enum(UnityEngine.Rendering.BlendMode)]_SrcBlend("SrcBlend", Float) = 1.0 [Enum(UnityEngine.Rendering.BlendMode)]_DstBlend("DstBlend", Float) = 0.0 [Enum(UnityEngine.Rendering.CullMode)]_Cull("Cull Mode", Float) = 2 [Enum(Off, 0, On, 1)]_ZWrite("ZWrite",int) = 0 [Enum(UnityEngine.Rendering.CompareFunction)]_ZTest("ZTest",int) = 0
[Header(Stencil)] _StencilRef("Ref", Float) = 1 [Enum(UnityEngine.Rendering.CompareFunction)]_StencilComp("Comp", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)]_StencilPass("Pass", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)]_StencilFail("Fail", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)]_StencilZFail("ZFail", Float) = 0 [Header(Base)] _TintColor("Tint Color", Color) = (1, 1, 1, 1) _MainTex("MainTex", 2D) = "black" {} _Main_Speed_Intensity_Rotate("Speed(XY) Intensity(Z) Rotate(W)",vector) = (0,0,1,0) [KeywordEnum(Repeat,Clamp)]_WarpMode("Warp Mode", int) = 0
[Header(Mask)] [Toggle]_MaskToggle("Enabled", int) = 0 _MaskTex("MaskTex(R)", 2D) = "white" {} _Mask_Speed("Speed(XY)",vector) = (0,0,0,0) [Header(Dissolve)] [Toggle]_DissolveToggle("Enabled", Float) = 0 _DissolveTex("Dissolve(R)",2D) = "white"{} _Cutoff("Dissolve (MaskTex.R)", Range(0, 1)) = 0.5
[Header(Distortion)] [Toggle] _DistortionToggle("Enabled", Float) = 0 _DistortionTex("DistortionTex(R)", 2D) = "white" {} _Distort_Speed("Speed(XY)",vector) = (0,0,0,0) _DistortionPower("Intensity",Range(0,1)) = 0.5 [Header(Rim)] [Toggle]_RimToggle("Enabled", float) = 0 [Toggle]_Invert("Invert", float) = 0 _RimColor("Rim Color", Color) = (1, 0.65, 0, 1) _Rim_Scale_Power("Fade(X) Power(Y)",vector) = (1,1,0,0)
} SubShader { Tags {"Queue" = "Transparent" "RenderType" = "Transparent"} Blend[_SrcBlend][_DstBlend] Cull[_Cull] ZWrite [_ZWrite] Ztest [_ZTest] Stencil { Ref[_StencilRef] Comp[_StencilComp] Pass[_StencilPass] Fail[_StencilFail] ZFail[_StencilZFail] } Pass { CGPROGRAM #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityUI.cginc"
#pragma target 2.0 #pragma multi_compile_fog #pragma skip_variants FOG_EXP FOG_EXP2 #pragma shader_feature _ _MASKTOGGLE_ON #pragma shader_feature _ _DISSOLVETOGGLE_ON #pragma shader_feature _ _DISTORTIONTOGGLE_ON #pragma shader_feature _ _RIMTOGGLE_ON
fixed4 _TintColor; fixed _Alpha; fixed _AlphaChannel; sampler2D _MainTex; float4 _MainTex_ST; float4 _Main_Speed_Intensity_Rotate; fixed _WarpMode;
#if _MASKTOGGLE_ON sampler2D _MaskTex; float4 _MaskTex_ST; float4 _Mask_Speed; #endif
#if _DISTORTIONTOGGLE_ON sampler2D _DistortionTex; float4 _DistortionTex_ST; fixed _DistortionPower; float4 _Distort_Speed; #endif
#if _DISSOLVETOGGLE_ON sampler2D _DissolveTex; float4 _DissolveTex_ST; fixed _Cutoff; #endif
#if _RIMTOGGLE_ON fixed _Invert; fixed4 _RimColor; half4 _Rim_Scale_Power; #endif
struct appdata { float4 vertex : POSITION; fixed4 color : COLOR; float4 texcoord0 : TEXCOORD0;
#if _MASKTOGGLE_ON float4 texcoord1 : TEXCOORD1; #endif
#if _DISTORTIONTOGGLE_ON float4 texcoord2 :TEXCOORD2; #endif
#if _RIMTOGGLE_ON half3 normal : NORMAL; #endif }; struct v2f { float4 positionCS : SV_POSITION; fixed4 color : COLOR; float4 uv : TEXCOORD0; UNITY_FOG_COORDS(1)
#if _MASKTOGGLE_ON float2 uv_mask : TEXCOORD2; #endif
#if _DISSOLVETOGGLE_ON float2 uv_dissolve : TEXCOORD3; #endif
#if _DISTORTIONTOGGLE_ON float2 uv_distortion : TEXCOORD4; #endif
#if _RIMTOGGLE_ON half3 normalWS : TEXCOORD5; float3 positionWS : TEXCOORD6; #endif }; v2f vert(appdata v) { v2f o = (v2f)0;
o.positionCS = UnityObjectToClipPos(v.vertex); o.color = v.color;
o.uv.xy = TRANSFORM_TEX(v.texcoord0.xy, _MainTex) + _Main_Speed_Intensity_Rotate.xy * _Time.y;
#if _MASKTOGGLE_ON o.uv_mask.xy = TRANSFORM_TEX(v.texcoord0.xy, _MaskTex) + _Mask_Speed.xy * _Time.y; #endif
#if _DISSOLVETOGGLE_ON o.uv_dissolve.xy = TRANSFORM_TEX(v.texcoord0.xy, _DissolveTex); #endif
#if _DISTORTIONTOGGLE_ON o.uv_distortion.xy += TRANSFORM_TEX(v.texcoord0.xy, _DistortionTex) + _Distort_Speed.xy * _Time.y; #endif
#if _RIMTOGGLE_ON o.normalWS = UnityObjectToWorldNormal(v.normal); o.positionWS = mul(unity_ObjectToWorld,v.vertex); #endif
return o; } fixed4 frag(v2f i) : SV_Target { fixed4 c; float2 uv = i.uv.xy; float2 uv_clamp = clamp(uv,0,0.99); float2 uv_repeat = frac(uv); uv = lerp(uv_repeat,uv_clamp,_WarpMode);
float cosA = cos(_Main_Speed_Intensity_Rotate.w); float sinA = sin(_Main_Speed_Intensity_Rotate.w); float2x2 M_rotationZ = float2x2( cosA,sinA, -sinA,cosA); uv = mul(M_rotationZ,uv-0.5)+0.5;
#if _DISTORTIONTOGGLE_ON fixed4 distortTex = tex2D(_DistortionTex, i.uv_distortion); uv = lerp(uv, distortTex, _DistortionPower); #endif
fixed4 mainTex = tex2D(_MainTex, uv); c = mainTex * _TintColor * _Main_Speed_Intensity_Rotate.z * i.color;
#if _MASKTOGGLE_ON fixed4 maskTex = tex2D(_MaskTex, i.uv_mask.xy); c *= maskTex.r; #endif
#if _DISSOLVETOGGLE_ON fixed4 dissolveTex = tex2D(_DissolveTex,i.uv_dissolve); clip(dissolveTex.r-_Cutoff); #endif #if _RIMTOGGLE_ON half3 V = normalize(_WorldSpaceCameraPos.xyz - i.positionWS.xyz); half3 N = normalize(i.normalWS); fixed NdotV = saturate(dot(N,V)); NdotV = lerp(1-NdotV,NdotV,_Invert); fixed3 fresnel = _Rim_Scale_Power.x * pow(NdotV, _Rim_Scale_Power.y) * _RimColor; c.rgb += fresnel; #endif
return c; } ENDCG } }
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