This commit is contained in:
SoulliesOfficial
2025-09-19 23:39:23 -04:00
parent f612d5bcd4
commit a9bc898e4c
130 changed files with 227554 additions and 24284 deletions

View File

@@ -23,12 +23,12 @@
_Dissolve_Test_Toggle("__Dissolve_Test_Toggle",Float) = 0
_ColorBlendMap_Toggle("__ColorBlendMap_Toggle",Float) = 0
_FresnelMode("__FresnelMode",Float) = 0
_InvertFresnel_Toggle("__InvertFresnel_Toggle",Float) = 0
_HueShift_Toggle("__HueShift_Toggle",Float) = 0
_BackFaceColor_Toggle("_BackFaceColor_Toggle",Float) = 0
_BackFristPassToggle("_BackFirstPassToggle",Float) = 0
_BackFirstPassToggle("_BackFirstPassToggle",Float) = 0
_PolarCordinateOnlySpecialFunciton_Toggle("极坐标仅对特殊功能生效_Toggle",Float) = 0
@@ -51,6 +51,7 @@
_BaseMapMaskMapOffset ("xy主贴图偏移速度", vector) = (0, 0, 0, 0)
_BaseMapUVRotation ("主贴图旋转", Range(0, 360)) = 0
_BaseMapUVRotationSpeed ("主贴图旋转速度",Float) = 0
[HDR]_BaseColor ("主贴图颜色_hdr", Color) = (1, 1, 1, 1)//HDR颜色不需要做Gamma Linear转换Unity默认用Linear颜色
// _BaseColor ("Base Color", Color) = (1, 1, 1, 1)//HDR颜色不需要做Gamma Linear转换Unity默认用Linear颜色
[HDR]_BaseBackColor ("背面颜色_hdr", Color) = (1, 1, 1, 1)//HDR颜色不需要做Gamma Linear转换Unity默认用Linear颜色
@@ -75,12 +76,44 @@
_CylinderMatrix3("圆柱偏移矩阵3",Vector) = (0,0,0,0)
_Cutoff ("裁剪位置", float) = 0
//--------------光照部分-------------
_FxLightMode("灯光模式",Float) = 0
_BumpMapToggle("法线贴图开关",Float) = 0
_BumpMapMaskMode("法线贴图多通道模式",Float) = 0
_BumpScale("Scale", Float) = 1.0
_BumpTex("Normal Map", 2D) = "bump" {}
_BumpTexFollowMainTexUVToggle("法线跟随主贴图UV",Float) = 0
_MaterialInfo("x:金属度,y:光滑度",Vector) = (1,1,0,0)
_BlinnPhongSpecularToggle("BlinnPhong高光开关",Float) = 0
[HDR]_SpecularColor("BlinnPhong高光颜色",Color) = (1,1,1,1)
//-----------SixWayLight----------
_RigRTBk("六路正方向图(P)",2D) = "white"{}
_RigLBtF("六路反方向图(N)",2D) = "white"{}
_SixWayColorAbsorptionToggle("六路光颜色吸收开关",Float) = 0
_SixWayInfo("x:六路吸收强度",Vector) = (0.5,0,0,0)
_SixWayEmissionRamp("六路自发光Ramp",2D) = "white"{}
[HDR]_SixWayEmissionColor("六路自发光颜色",Color) = (1,0.5,0,1)
//-----MatCap------
_MatCapToggle("MatCap开关",Float) = 0
_MatCapTex("MatCap图",2D) = "white"{}
[HDR]_MatCapColor("MatCap颜色",Color) = (1,1,1,1)
_MatCapInfo("x:MatCap叠加和相乘过渡",Vector) = (1,0,0,0)
// _MatCapBlendMode("MatCap叠加模式",Float) = 0
//时间缩放影响开关----------
[HideInInspector] _TimeMode("__TimeMode",float) = 0.0
_StencilWithoutPlayerToggle("剔除主角色开关",Float) = 0.0
// MaskMap------------
// MaskMap-----------
_MaskRefineToggle("遮罩整体调整开关",Float) = 0
_MaskRefineVec("遮罩整体调整x:Pow,y:相乘,z:相加",Vector) = (1,1,0,0)
_MaskMap ("遮罩贴图 xy:UV缩放 zw:UV偏移", 2D) = "white" { }
_MaskMap2 ("遮罩2贴图 xy:UV缩放 zw:UV偏移", 2D) = "white"{}
_MaskMap3 ("遮罩3贴图 xy:UV缩放 zw:UV偏移", 2D) = "white"{}
@@ -89,7 +122,23 @@
_MaskMapUVRotation ("遮罩旋转", Range(0, 360)) = 0.0
_MaskDistortion_intensity ("遮罩扭曲强度", float) = 0.0
_MaskMapRotationSpeed("遮罩旋转速度", float) = 0.0
_MaskMapVec("x整体遮罩强度",Vector) = (1,0,0,0)
_MaskMapVec("x整体遮罩强度,y遮罩2旋转,z遮罩3旋转",Vector) = (1,0,0,0)
_MaskMapGradientToggle("遮罩渐变模式",Float) = 0
_MaskMapGradientCount("颜色映射数量",Integer) = 2
_MaskMapGradientFloat0("x:MaskAlpha0,y:Pos0,z:MaskAlpha1,w:Pos1",Vector) = (0,0,1,1)
_MaskMapGradientFloat1("x:MaskAlpha2,y:Pos2,z:MaskAlpha3,w:Pos3",Vector) = (1,0,1,1)
_MaskMapGradientFloat2("x:MaskAlpha4,y:Pos4,z:MaskAlpha5,w:Pos5",Vector) = (1,0,1,1)
_MaskMap2GradientToggle("遮罩2渐变模式",Float) = 0
_MaskMap2GradientCount("颜色映射数量",Integer) = 2
_MaskMap2GradientFloat0("x:Mask2Alpha0,y:Pos0,z:Mask2Alpha1,w:Pos1",Vector) = (0,0,1,1)
_MaskMap2GradientFloat1("x:Mask2Alpha2,y:Pos2,z:Mask2Alpha3,w:Pos3",Vector) = (1,0,1,1)
_MaskMap2GradientFloat2("x:Mask2Alpha4,y:Pos4,z:Mask2Alpha5,w:Pos5",Vector) = (1,0,1,1)
_MaskMap3GradientToggle("遮罩3渐变模式",Float) = 0
_MaskMap3GradientCount("颜色映射数量",Integer) = 2
_MaskMap3GradientFloat0("x:Mask3Alpha0,y:Pos0,z:Mask3Alpha1,w:Pos1",Vector) = (0,0,1,1)
_MaskMap3GradientFloat1("x:Mask3Alpha2,y:Pos2,z:Mask3Alpha3,w:Pos3",Vector) = (1,0,1,1)
_MaskMap3GradientFloat2("x:Mask3Alpha4,y:Pos4,z:Mask3Alpha5,w:Pos5",Vector) = (1,0,1,1)
// 擦除----------------
//[Header(ChaChu(Anima For CustomData.z).......)]
@@ -124,9 +173,7 @@
_DistortionDirection ("扭曲方向xy, 色散强度z", vector) = (1,1,0,0)
_Distortion_Choraticaberrat_Toggle("扭曲色散开关_Toggle",Float) = 0
_Distortion_Choraticaberrat_WithNoise_Toggle("色散受扭曲影响_Toggle",Float) = 1
// 流光 ----------
//[Header(LiuGuang(Anima For CustomData.w).......)]
//[Toggle(_EMISSION)]_N1 ("EMISSION?", float) = 0
@@ -139,27 +186,66 @@
_uvRapSoft ("LiuuvRapSoft-ignore", Range(0, 1)) = 0
[HDR]_EmissionMapColor ("流光贴图颜色_hdr", Color) = (1, 1, 1, 1)
_EmissionMapColorIntensity("流光颜色强度", float) = 1
_EmissionFollowMainTexUV("流光跟随主贴图",Float) = 0
//颜色渐变贴图--------
_ColorBlendMap_Toggle("__ColorBlendMap_Toggle",Float) = 0
_ColorBlendMap("颜色渐变贴图 xy:UV缩放 zw:UV偏移",2D) = "white"{}
[HDR]_ColorBlendColor("颜色渐变叠加_hdr",Color) = (1,1,1,1)
_ColorBlendMapOffset("xy:颜色渐变贴图偏移动画",Vector) = (0,0,0,0)
_ColorBlendAlphaMultiplyMode("颜色渐变Alpha相乘开关",Float) = 0
_ColorBlendFollowMainTexUV("颜色渐变UV跟随主贴图UV",Float) = 0
_ColorBlendVec("x:颜色渐变扰动强度z:Alpha强度w:旋转",Vector) = (0,0,1,0)
//颜色映射Ramp
_RampColorToggle("颜色映射开关",Float) = 0
_RampColorSourceMode("Ramp来源模式",Float) = 0
_RampColorBlendMode("Ramp颜色混合模式",Float) = 0
_RampColorMap("颜色映射黑白图",2D) = "white"{}
_RampColor0("rgb:RampColor0,a:pos",Color) = (0,0,0,0)
_RampColor1("rgb:RampColor1,a:pos",Color) = (1,0,0,1)
_RampColor2("rgb:RampColor2,a:pos",Color) = (1,1,1,1)
_RampColor3("rgb:RampColor3,a:pos",Color) = (1,1,1,1)
_RampColor4("rgb:RampColor4,a:pos",Color) = (1,1,1,1)
_RampColor5("rgb:RampColor5,a:pos",Color) = (1,1,1,1)
_RampColorAlpha0("x:RampColorAlpha0,y:Pos0,z:RampColorAlpha1,w:Pos1",Vector) = (1,0,1,1)
_RampColorAlpha1("x:RampColorAlpha2,y:Pos2,z:RampColorAlpha3,w:Pos3",Vector) = (1,0,1,1)
_RampColorAlpha2("x:RampColorAlpha4,y:Pos4,z:RampColorAlpha5,w:Pos5",Vector) = (1,0,1,1)
_RampColorCount("颜色映射数量",Integer) = 2
[HDR]_RampColorBlendColor("颜色映射叠加颜色_hdr",Color) = (1,1,1,1)
_RampColorMapOffset("xy:颜色映射贴图偏移动画,w:旋转",Vector) = (0,0,0,0)
// Rongjie ------------------
// [Header(RongJie(Anima For CustomData.y).......)]
// [Toggle(_DISSOLVE)]_RJ ("RONGJIE?", float) = 0
_Dissolve ("x:溶解强度 y:溶解描边范围 z:局部控制强度 w:溶解硬度, _DissolveWidth", vector) = (0.5, 0.1, 1, 0.1)
_DissolveMap("溶解贴图 xy:UV缩放 zw:UV偏移",2D) = "grey"{}
_Dissolve ("x:溶解强度 y:溶解值Pow z:过程溶解强度 w:溶解硬软度", vector) = (0.5, 1, 0, 0.1)
_DissolveMap("溶解贴图 xy:UV缩放 zw:UV偏移",2D) = "grey"{}
_DissolveMaskMap("局部溶解蒙版 xy:UV缩放 zw:UV偏移",2D) = "white"{}
_DissolveOffsetRotateDistort("xy:溶解贴图偏移速度 z:溶解贴图旋转",Vector) = (0,0,0,0)
[HDR]_DissolveLineColor("溶解描边颜色_hdr",Color) = (0,0,0,1)
[HDR]_DissolveLineColor("溶解描边颜色_hdr",Color) = (1,0,0,1)
_DissolveVoronoi_Vec("xy:噪波1缩放,zw:噪波2缩放",Vector) = (1,1,2,2)
_DissolveVoronoi_Vec2("x:噪波1和噪波2混合系数(圆尖),y:噪波整体和溶解贴图混合系数,z:噪波1速度,w:噪波2速度",Vector) = (1,1,2,2)
_DissolveVoronoi_Vec3("xy:噪波1偏移速度,zw:噪波2偏移速度",Vector) = (0,0,0,0)
_DissolveVoronoi_Vec4("xy:噪波1偏移,zw:噪波2偏移",Vector) = (0,0,0,0)
_Dissolve_Vec2("溶解丝滑度溶解值黑白调整黑色X,白色Y",Vector) = (0,1,0,0)
_Dissolve_Vec2("x:Ramp位置偏移,y:Ramp范围",Vector) = (0.2,0.1,0,0)
_DissolveRampMap("溶解Ramp图",2D) = "white"{}
_DissolveRampColorBlendMode("溶解Ramp图混合模式",Float) = 0
[HDR]_DissolveRampColor("溶解Ramp颜色_hdr",Color) = (1,1,1,1)
//颜色渐变贴图--------
_ColorBlendMap("颜色渐变贴图 xy:UV缩放 zw:UV偏移",2D) = "white"{}
[HDR]_ColorBlendColor("颜色渐变叠加_hdr",Color) = (1,1,1,1)
_ColorBlendMapOffset("xy:颜色渐变贴图偏移动画",Vector) = (0,0,0,0)
_DissolveLineMaskToggle("溶解描边开关",Float) = 0
_DissolveRampSourceMode("溶解Ramp来源模式",Float) = 0
_DissolveRampColor0("rgb:DissolveRampColor0,a:pos",Color) = (1,0,0,0)
_DissolveRampColor1("rgb:DissolveRampColor1,a:pos",Color) = (0,0,0,1)
_DissolveRampColor2("rgb:DissolveRampColor2,a:pos",Color) = (1,1,1,1)
_DissolveRampColor3("rgb:DissolveRampColor3,a:pos",Color) = (1,1,1,1)
_DissolveRampColor4("rgb:DissolveRampColor4,a:pos",Color) = (1,1,1,1)
_DissolveRampColor5("rgb:DissolveRampColor5,a:pos",Color) = (1,1,1,1)
_DissolveRampAlpha0("x:DissolveRampAlpha0,y:Pos0,z:DissolveRampAlpha1,w:Pos1",Vector) = (1,0,1,1)
_DissolveRampAlpha1("x:DissolveRampAlpha2,y:Pos2,z:DissolveRampAlpha3,w:Pos3",Vector) = (1,0,1,1)
_DissolveRampAlpha2("x:DissolveRampAlpha4,y:Pos4,z:DissolveRampAlpha5,w:Pos5",Vector) = (1,0,1,1)
_DissolveRampCount("溶解Ramp映射数量",Integer) = 2
_CustomData1X ("ignore", float) = 0
_CustomData1Y ("ignore", float) = 0
@@ -179,6 +265,7 @@
_fogintensity ("雾影响强度", Range(0, 1)) = 1
// -------------------------------------
// Hidden properties - Generic 通用的隐藏属性
_AdditiveToPreMultiplyAlphaLerp("相加到预乘混合",Range(0,1)) = 0.0
[HideInInspector] _Blend ("__mode-ignore", Float) = 0.0
[HideInInspector] _AlphaClip ("__clip-ignore", Float) = 0.0
[HideInInspector] _SrcBlend ("__src-ignore", Float) = 1.0
@@ -187,10 +274,9 @@
[HideInInspector] _ZTest ("__ztest-ignore", Float) = 4.0 //默认值LEqual
[HideInInspector] _ZWrite("__ZWrite-ignore", Float) = 0 //默认值LEqual
// [HideInInspector] _ZTestt ("__ztestt", Float) = 4.0//雨轩:注释掉了。。。这是个什么鬼。。。
_CustomStencilTest ("__CustomStencilTest-ignore", Float) = 0
_StencilKeyIndex("__StencilKeyIndex-ignore",Float) = 0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("__StencilComp-ignore", Float) = 8
_Stencil("Stencil ID-ignore", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)]_StencilOp("Stencil Operation-ignore", Float) = 0
@@ -205,8 +291,9 @@
_DepthOutline_Toggle("深度描边",Float) = 0
[HDR]_DepthOutline_Color("深度描边颜色_hdr",Color) = (1,1,1,1)
_DepthOutline_Vec("菲涅尔深度描边参数",Vector) = (0,0.5,0,0)
_FresnelColorAffectByAlpha("菲涅尔颜色受Alpha影响",Float) = 1
// _DepthOutline_withoutFresnel_Toggle("深度描边关闭菲涅尔",Float) = 0
// _FresnelUnit2("菲涅尔通用2", Vector) = (0,1,0,0)
// _FresnelUnit2("菲涅尔通用2", Vector) = (1,1,0,0)
_DepthDecal_Toggle("深度贴花",Float) = 0
@@ -224,7 +311,7 @@
_ParallaxMapping_Toggle("视差",Float) = 0
_ParallaxMapping_Map("视差贴图",2D) = "white"{}
_ParallaxMapping_Intensity("视差强度",Float) = 1
_ParallaxMapping_Intensity("视差强度",Float) = 0.05
_ParallaxMapping_Vec("遮蔽视差层数 x:最小值,y:最大值",Vector) = (5,30,0,0)
@@ -233,7 +320,7 @@
[HideInInspector] _BaseColorAddSubDiff ("_ColorMode", Vector) = (0, 0, 0, 0)
[HideInInspector] _SoftParticlesEnabled ("__softparticlesenabled", Float) = 0.0
[HideInInspector] _CameraFadingEnabled ("__camerafadingenabled", Float) = 0.0
[HideInInspector] _SoftParticleFadeParams ("xy:软粒子远近裁剪面", Vector) = (0, 0, 0, 0)
[HideInInspector] _SoftParticleFadeParams ("xy:软粒子远近裁剪面", Vector) = (0, 0.5, 0, 0)
[HideInInspector] _CameraFadeParams ("__camerafadeparams_ignore", Vector) = (0, 0, 0, 0)
[HideInInspector] _IntersectEnabled("__IntersectEnabled_ignore",Float) = 0.0
[HideInInspector] _IntersectRadius("__IntersectRadius_ignore",Float) = 0.3
@@ -241,8 +328,6 @@
[HideInInspector] _ScreenDistortModeToggle("_ScreenDistortModeToggle",Float) = 0
// Editmode props 编辑模式下的PropFlags
[HideInInspector] _QueueBias ("Queue偏移_QueueBias", Float) =0
@@ -282,14 +367,26 @@
[HideInInspector] _W9ParticleCustomDataFlag2("_W9ParticleCustomDataFlag2", Integer) = 0
[HideInInspector] _W9ParticleCustomDataFlag3("_W9ParticleCustomDataFlag3", Integer) = 0
[HideInInspector] _UVModeFlag0("_UVModeFlag0", Integer) = 0
[HideInInspector] _W9ParticleShaderGUIFoldToggle("_W9ParticleShaderGUIFoldToggle", Integer) = 31//前5个开关默认打开
[HideInInspector] _W9ParticleShaderGUIFoldToggle("_W9ParticleShaderGUIFoldToggle", Integer) = 3//前2个开关默认打开
[HideInInspector] _W9ParticleShaderGUIFoldToggle1("_W9ParticleShaderGUIFoldToggle1", Integer) = 255//这边默认全开
[HideInInspector] _W9ParticleShaderGUIFoldToggle2("_W9ParticleShaderGUIFoldToggle2", Integer) = 255//这边默认全开
[HideInInspector] _W9ParticleShaderColorChannelFlag("_W9ParticleShaderColorChannelFlag", Integer) = 3//默认主贴图开A通道
SaturabilityRangeVec("_Saturability",Vector) = (0,1,0,0)
TexDistortionintensityRangeVec("_TexDistortion_intensity",Vector) = (-1,1,0,0)
MaskDistortionIntensityRangeVec("_MaskDistortion_intensity",Vector) = (-2,2,0,0)
EmiDistortionIntensityRangeVec("_TexDistortion_intensity",Vector) = (-1,1,0,0)
BumpScaleRangeVec("_BumpScale",Vector) = (-1,1,0,0)
DissolveXRangeVec("_Dissolve.x",Vector) = (-1,2,0,0)
Dissolve2XRangeVec("_Dissolve_Vec2.x",Vector) = (0,1,0,0)
Dissolve2YRangeVec("_Dissolve_Vec2.y",Vector) = (0,1,0,0)
AlphaAllRangeVec("_AlphaAll",Vector) = (0,1,0,0)
// _offsetUnits("深度偏移单位距离-ignore", range(-2000,2000)) = 0
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Sphere" "CanUseSpriteAtlas"="True" }
Stencil
{
@@ -330,6 +427,9 @@
#pragma target 4.5
#pragma exclude_renderers d3d11_9x
#pragma exclude_renderers d3d9
#pragma enable_d3d11_debug_symbols // 保留D3D11调试符号
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _ _SCREEN_DISTORT_MODE
@@ -345,9 +445,13 @@
//后续Test类的关键字要找机会排除
#pragma shader_feature_local _DISSOLVE_EDITOR_TEST
#pragma shader_feature_local _COLORMAPBLEND//颜色渐变
#pragma shader_feature_local _COLOR_RAMP//颜色映射
//将光照和UI混用达到节省Keywords的目的。
#pragma multi_compile _ UNITY_UI_CLIP_RECT _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS//UI 2D遮罩
// #pragma multi_compile _ _UIPARTICLE_ON//用于UIParticle组件动态更改参数//暂时注释掉,觉得没什么意义
#pragma multi_compile _ SOFT_UI_FRAME EVALUATE_SH_MIXED EVALUATE_SH_VERTEX//用于UI软蒙版
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT//UI 2D遮罩
// #pragma shader_feature_local _ _CH_XIANXING _CH_JINGXIANG _CH_SELF //线性擦除 径向擦除 mask擦除
#pragma shader_feature_local _PARCUSTOMDATA_ON
//用于特效层关键字
@@ -356,11 +460,9 @@
#pragma shader_feature_local _ FRESNEL_CUBEMAP FRESNEL_REFLECTIONPROBE
// #pragma multi_compile _ _UIPARTICLE_ON//用于UIParticle组件动态更改参数//暂时注释掉,觉得没什么意义
#pragma multi_compile _ SOFT_UI_FRAME//用于UI软蒙版
// -------------------------------------
// Particle Keywords
//#pragma shader_feature_local _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON //设置alpah Add 。。组合
#pragma shader_feature_local _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON //设置alpah Add 。。组合
#pragma shader_feature_local _ALPHATEST_ON
//#pragma shader_feature_local _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON //粒子颜色和材质颜色的混合运算 暂时先不要了
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
@@ -379,6 +481,14 @@
#pragma shader_feature_local _PARALLAX_MAPPING
#pragma shader_feature_local _STENCIL_WITHOUT_PLAYER
//LIGHTING
#pragma shader_feature_local _FX_LIGHT_MODE_UNLIT _FX_LIGHT_MODE_BLINN_PHONG _FX_LIGHT_MODE_HALF_LAMBERT _FX_LIGHT_MODE_PBR _FX_LIGHT_MODE_SIX_WAY
#pragma shader_feature_local _ _NORMALMAP
#pragma shader_feature_local _ _MATCAP
#pragma shader_feature_local _ _SPECULAR_COLOR
#pragma shader_feature_local _ VFX_SIX_WAY_ABSORPTION
// -------------------------------------
// Unity defined keywords
@@ -404,7 +514,6 @@
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.xuanxuan.render.utility/Shader/HLSL/XuanXuan_Utility.hlsl"
#include "HLSL/ParticlesUnlitInputNew.hlsl"
#include "HLSL/ParticlesUnlitForwardPassNew.hlsl"
ENDHLSL
@@ -429,6 +538,9 @@
// -------------------------------------
// Material Keywords
#pragma enable_d3d11_debug_symbols // 保留D3D11调试符号
#pragma shader_feature_local _ _SCREEN_DISTORT_MODE
#pragma shader_feature_local _ _MASKMAP_ON
// #pragma shader_feature_local _MASKMAP
@@ -441,9 +553,12 @@
#pragma shader_feature_local _DISSOLVE
//后续Test类的关键字要找机会排除
#pragma shader_feature_local _DISSOLVE_EDITOR_TEST
#pragma shader_feature_local _COLORMAPBLEND//颜色渐变
#pragma shader_feature_local _COLORMAPBLEND//颜色渐变
#pragma shader_feature_local _COLOR_RAMP//颜色映射
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT//UI 2D遮罩
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS //UI 2D遮罩
// #pragma shader_feature_local _ _CH_XIANXING _CH_JINGXIANG _CH_SELF //线性擦除 径向擦除 mask擦除
#pragma shader_feature_local _PARCUSTOMDATA_ON
@@ -454,10 +569,10 @@
// #pragma multi_compile _ _UIPARTICLE_ON//用于UIParticle组件动态更改参数//暂时注释掉,觉得没什么意义
#pragma multi_compile _ SOFT_UI_FRAME//用于UI软蒙版
#pragma multi_compile _ SOFT_UI_FRAME EVALUATE_SH_MIXED EVALUATE_SH_VERTEX//用于UI软蒙版
// -------------------------------------
// Particle Keywords
//#pragma shader_feature_local _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON //设置alpah Add 。。组合
#pragma shader_feature_local _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON //设置alpah Add 。。组合
#pragma shader_feature_local _ALPHATEST_ON
//#pragma shader_feature_local _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON //粒子颜色和材质颜色的混合运算 暂时先不要了
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
@@ -477,7 +592,12 @@
#pragma shader_feature_local _STENCIL_WITHOUT_PLAYER
//LIGHTING
#pragma shader_feature_local _FX_LIGHT_MODE_UNLIT _FX_LIGHT_MODE_BLINN_PHONG _FX_LIGHT_MODE_HALF_LAMBERT _FX_LIGHT_MODE_PBR _FX_LIGHT_MODE_SIX_WAY
#pragma shader_feature_local _ _NORMALMAP
#pragma shader_feature_local _ _MATCAP
#pragma shader_feature_local _ _SPECULAR_COLOR
#pragma shader_feature_local _ VFX_SIX_WAY_ABSORPTION
// -------------------------------------
// Unity defined keywords
@@ -492,14 +612,115 @@
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// The DeclareDepthTexture.hlsl file contains utilities for sampling the Camera
// depth texture.
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.xuanxuan.render.utility/Shader/HLSL/XuanXuan_Utility.hlsl"
#include "HLSL/ParticlesUnlitForwardPassNew.hlsl"
ENDHLSL
}
#include "HLSL/ParticlesUnlitInputNew.hlsl"
// ------------------------------------------------------------------
// Forward pass.
Pass
{
Tags
{
"LightMode" = "Universal2D"
} //Queue设置是希望特效渲染在场景透明物体前面
offset [_offsetFactor], [_offsetUnits]
Cull[_Cull]
HLSLPROGRAM
#define PARTICLE
//20240228 target3.0 顶点着色器限制16个输出。提高版本
#pragma target 4.5
// -------------------------------------
// Material Keywords
#pragma enable_d3d11_debug_symbols // 保留D3D11调试符号
#pragma shader_feature_local _ _SCREEN_DISTORT_MODE
#pragma shader_feature_local _ _MASKMAP_ON
// #pragma shader_feature_local _MASKMAP
// #pragma shader_feature_local _MASKMAP2
//#pragma shader_feature_local _NOISEMAP
#pragma shader_feature_local _NOISEMAP
//#pragma shader_feature_local _EMISSION //流光
#pragma shader_feature_local _EMISSION
//#pragma shader_feature_local _ _DISSOLVE //溶解
#pragma shader_feature_local _DISSOLVE
//后续Test类的关键字要找机会排除
#pragma shader_feature_local _DISSOLVE_EDITOR_TEST
#pragma shader_feature_local _COLORMAPBLEND//颜色渐变
#pragma shader_feature_local _COLOR_RAMP//颜色映射
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS //UI 2D遮罩
// #pragma shader_feature_local _ _CH_XIANXING _CH_JINGXIANG _CH_SELF //线性擦除 径向擦除 mask擦除
#pragma shader_feature_local _PARCUSTOMDATA_ON
//用于特效层关键字
// #pragma shader_feature_local _UIEFFECT_ON
#pragma shader_feature_local _ FRESNEL_CUBEMAP FRESNEL_REFLECTIONPROBE
// #pragma multi_compile _ _UIPARTICLE_ON//用于UIParticle组件动态更改参数//暂时注释掉,觉得没什么意义
#pragma multi_compile _ SOFT_UI_FRAME EVALUATE_SH_MIXED EVALUATE_SH_VERTEX//用于UI软蒙版
// -------------------------------------
// Particle Keywords
#pragma shader_feature_local _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON //设置alpah Add 。。组合
#pragma shader_feature_local _ALPHATEST_ON
//#pragma shader_feature_local _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON //粒子颜色和材质颜色的混合运算 暂时先不要了
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
#pragma shader_feature_local _SOFTPARTICLES_ON
// #pragma shader_feature_local _OCCLUDEOPACITY_ON
// #pragma shader_feature_local _ _SATURABILITY_ON
//UnscaleTime用于接收项目传的公开不受缩放影响的Time值
#pragma shader_feature_local _UNSCALETIME
//scriptableTime用于程序每帧传值
#pragma shader_feature_local _SCRIPTABLETIME
//#pragma shader_feature_local _DISTORTION_ON
#pragma shader_feature_local _NOISEMAP_NORMALIZEED
#pragma shader_feature_local _DEPTH_DECAL
#pragma shader_feature_local _PARALLAX_MAPPING
#pragma shader_feature_local _STENCIL_WITHOUT_PLAYER
//LIGHTING
#pragma shader_feature_local _FX_LIGHT_MODE_UNLIT _FX_LIGHT_MODE_BLINN_PHONG _FX_LIGHT_MODE_HALF_LAMBERT _FX_LIGHT_MODE_PBR _FX_LIGHT_MODE_SIX_WAY
#pragma shader_feature_local _ _NORMALMAP
#pragma shader_feature_local _ _MATCAP
#pragma shader_feature_local _ _SPECULAR_COLOR
#pragma shader_feature_local _ VFX_SIX_WAY_ABSORPTION
// -------------------------------------
// Unity defined keywords
// 之后进行优化时再说。
#pragma multi_compile_fog
// #define FOG_EXP2 1
#pragma vertex vertParticleUnlit
#pragma fragment fragParticleUnlit
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// The DeclareDepthTexture.hlsl file contains utilities for sampling the Camera
// depth texture.
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.xuanxuan.render.utility/Shader/HLSL/XuanXuan_Utility.hlsl"
#include "HLSL/ParticlesUnlitForwardPassNew.hlsl"
@@ -508,5 +729,5 @@
}
}
CustomEditor "ParticleBaseGUI"
CustomEditor "NBShaderEditor.ParticleBaseGUI"
}