更新
This commit is contained in:
@@ -23,12 +23,12 @@
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_Dissolve_Test_Toggle("__Dissolve_Test_Toggle",Float) = 0
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_ColorBlendMap_Toggle("__ColorBlendMap_Toggle",Float) = 0
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_FresnelMode("__FresnelMode",Float) = 0
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_InvertFresnel_Toggle("__InvertFresnel_Toggle",Float) = 0
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_HueShift_Toggle("__HueShift_Toggle",Float) = 0
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_BackFaceColor_Toggle("_BackFaceColor_Toggle",Float) = 0
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_BackFristPassToggle("_BackFirstPassToggle",Float) = 0
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_BackFirstPassToggle("_BackFirstPassToggle",Float) = 0
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_PolarCordinateOnlySpecialFunciton_Toggle("极坐标仅对特殊功能生效_Toggle",Float) = 0
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@@ -51,6 +51,7 @@
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_BaseMapMaskMapOffset ("xy主贴图偏移速度", vector) = (0, 0, 0, 0)
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_BaseMapUVRotation ("主贴图旋转", Range(0, 360)) = 0
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_BaseMapUVRotationSpeed ("主贴图旋转速度",Float) = 0
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[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
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// _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
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[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
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@@ -75,12 +76,44 @@
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_CylinderMatrix3("圆柱偏移矩阵3",Vector) = (0,0,0,0)
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_Cutoff ("裁剪位置", float) = 0
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//--------------光照部分-------------
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_FxLightMode("灯光模式",Float) = 0
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_BumpMapToggle("法线贴图开关",Float) = 0
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_BumpMapMaskMode("法线贴图多通道模式",Float) = 0
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_BumpScale("Scale", Float) = 1.0
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_BumpTex("Normal Map", 2D) = "bump" {}
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_BumpTexFollowMainTexUVToggle("法线跟随主贴图UV",Float) = 0
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_MaterialInfo("x:金属度,y:光滑度",Vector) = (1,1,0,0)
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_BlinnPhongSpecularToggle("BlinnPhong高光开关",Float) = 0
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[HDR]_SpecularColor("BlinnPhong高光颜色",Color) = (1,1,1,1)
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//-----------SixWayLight----------
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_RigRTBk("六路正方向图(P)",2D) = "white"{}
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_RigLBtF("六路反方向图(N)",2D) = "white"{}
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_SixWayColorAbsorptionToggle("六路光颜色吸收开关",Float) = 0
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_SixWayInfo("x:六路吸收强度",Vector) = (0.5,0,0,0)
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_SixWayEmissionRamp("六路自发光Ramp",2D) = "white"{}
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[HDR]_SixWayEmissionColor("六路自发光颜色",Color) = (1,0.5,0,1)
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//-----MatCap------
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_MatCapToggle("MatCap开关",Float) = 0
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_MatCapTex("MatCap图",2D) = "white"{}
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[HDR]_MatCapColor("MatCap颜色",Color) = (1,1,1,1)
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_MatCapInfo("x:MatCap叠加和相乘过渡",Vector) = (1,0,0,0)
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// _MatCapBlendMode("MatCap叠加模式",Float) = 0
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//时间缩放影响开关----------
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[HideInInspector] _TimeMode("__TimeMode",float) = 0.0
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_StencilWithoutPlayerToggle("剔除主角色开关",Float) = 0.0
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// MaskMap------------
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// MaskMap-----------
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_MaskRefineToggle("遮罩整体调整开关",Float) = 0
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_MaskRefineVec("遮罩整体调整:x:Pow,y:相乘,z:相加",Vector) = (1,1,0,0)
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_MaskMap ("遮罩贴图 xy:UV缩放 zw:UV偏移", 2D) = "white" { }
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_MaskMap2 ("遮罩2贴图 xy:UV缩放 zw:UV偏移", 2D) = "white"{}
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_MaskMap3 ("遮罩3贴图 xy:UV缩放 zw:UV偏移", 2D) = "white"{}
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@@ -89,7 +122,23 @@
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_MaskMapUVRotation ("遮罩旋转", Range(0, 360)) = 0.0
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_MaskDistortion_intensity ("遮罩扭曲强度", float) = 0.0
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_MaskMapRotationSpeed("遮罩旋转速度", float) = 0.0
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_MaskMapVec("x整体遮罩强度",Vector) = (1,0,0,0)
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_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)
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_MaskMapGradientToggle("遮罩渐变模式",Float) = 0
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_MaskMapGradientCount("颜色映射数量",Integer) = 2
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_MaskMapGradientFloat0("x:MaskAlpha0,y:Pos0,z:MaskAlpha1,w:Pos1",Vector) = (0,0,1,1)
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_MaskMapGradientFloat1("x:MaskAlpha2,y:Pos2,z:MaskAlpha3,w:Pos3",Vector) = (1,0,1,1)
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_MaskMapGradientFloat2("x:MaskAlpha4,y:Pos4,z:MaskAlpha5,w:Pos5",Vector) = (1,0,1,1)
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_MaskMap2GradientToggle("遮罩2渐变模式",Float) = 0
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_MaskMap2GradientCount("颜色映射数量",Integer) = 2
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_MaskMap2GradientFloat0("x:Mask2Alpha0,y:Pos0,z:Mask2Alpha1,w:Pos1",Vector) = (0,0,1,1)
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_MaskMap2GradientFloat1("x:Mask2Alpha2,y:Pos2,z:Mask2Alpha3,w:Pos3",Vector) = (1,0,1,1)
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_MaskMap2GradientFloat2("x:Mask2Alpha4,y:Pos4,z:Mask2Alpha5,w:Pos5",Vector) = (1,0,1,1)
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_MaskMap3GradientToggle("遮罩3渐变模式",Float) = 0
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_MaskMap3GradientCount("颜色映射数量",Integer) = 2
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_MaskMap3GradientFloat0("x:Mask3Alpha0,y:Pos0,z:Mask3Alpha1,w:Pos1",Vector) = (0,0,1,1)
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_MaskMap3GradientFloat1("x:Mask3Alpha2,y:Pos2,z:Mask3Alpha3,w:Pos3",Vector) = (1,0,1,1)
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_MaskMap3GradientFloat2("x:Mask3Alpha4,y:Pos4,z:Mask3Alpha5,w:Pos5",Vector) = (1,0,1,1)
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// 擦除----------------
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//[Header(ChaChu(Anima For CustomData.z).......)]
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@@ -124,9 +173,7 @@
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_DistortionDirection ("扭曲方向xy, 色散强度z", vector) = (1,1,0,0)
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_Distortion_Choraticaberrat_Toggle("扭曲色散开关_Toggle",Float) = 0
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_Distortion_Choraticaberrat_WithNoise_Toggle("色散受扭曲影响_Toggle",Float) = 1
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// 流光 ----------
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//[Header(LiuGuang(Anima For CustomData.w).......)]
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//[Toggle(_EMISSION)]_N1 ("EMISSION?", float) = 0
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@@ -139,27 +186,66 @@
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_uvRapSoft ("LiuuvRapSoft-ignore", Range(0, 1)) = 0
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[HDR]_EmissionMapColor ("流光贴图颜色_hdr", Color) = (1, 1, 1, 1)
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_EmissionMapColorIntensity("流光颜色强度", float) = 1
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_EmissionFollowMainTexUV("流光跟随主贴图",Float) = 0
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//颜色渐变贴图--------
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_ColorBlendMap_Toggle("__ColorBlendMap_Toggle",Float) = 0
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_ColorBlendMap("颜色渐变贴图 xy:UV缩放 zw:UV偏移",2D) = "white"{}
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[HDR]_ColorBlendColor("颜色渐变叠加_hdr",Color) = (1,1,1,1)
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_ColorBlendMapOffset("xy:颜色渐变贴图偏移动画",Vector) = (0,0,0,0)
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_ColorBlendAlphaMultiplyMode("颜色渐变Alpha相乘开关",Float) = 0
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_ColorBlendFollowMainTexUV("颜色渐变UV跟随主贴图UV",Float) = 0
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_ColorBlendVec("x:颜色渐变扰动强度z:Alpha强度w:旋转",Vector) = (0,0,1,0)
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//颜色映射Ramp
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_RampColorToggle("颜色映射开关",Float) = 0
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_RampColorSourceMode("Ramp来源模式",Float) = 0
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_RampColorBlendMode("Ramp颜色混合模式",Float) = 0
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_RampColorMap("颜色映射黑白图",2D) = "white"{}
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_RampColor0("rgb:RampColor0,a:pos",Color) = (0,0,0,0)
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_RampColor1("rgb:RampColor1,a:pos",Color) = (1,0,0,1)
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_RampColor2("rgb:RampColor2,a:pos",Color) = (1,1,1,1)
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_RampColor3("rgb:RampColor3,a:pos",Color) = (1,1,1,1)
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_RampColor4("rgb:RampColor4,a:pos",Color) = (1,1,1,1)
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_RampColor5("rgb:RampColor5,a:pos",Color) = (1,1,1,1)
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_RampColorAlpha0("x:RampColorAlpha0,y:Pos0,z:RampColorAlpha1,w:Pos1",Vector) = (1,0,1,1)
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_RampColorAlpha1("x:RampColorAlpha2,y:Pos2,z:RampColorAlpha3,w:Pos3",Vector) = (1,0,1,1)
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_RampColorAlpha2("x:RampColorAlpha4,y:Pos4,z:RampColorAlpha5,w:Pos5",Vector) = (1,0,1,1)
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_RampColorCount("颜色映射数量",Integer) = 2
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[HDR]_RampColorBlendColor("颜色映射叠加颜色_hdr",Color) = (1,1,1,1)
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_RampColorMapOffset("xy:颜色映射贴图偏移动画,w:旋转",Vector) = (0,0,0,0)
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// Rongjie ------------------
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// [Header(RongJie(Anima For CustomData.y).......)]
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// [Toggle(_DISSOLVE)]_RJ ("RONGJIE?", float) = 0
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_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)
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_DissolveMap("溶解贴图 xy:UV缩放 zw:UV偏移",2D) = "grey"{}
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_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)
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_DissolveMap("溶解贴图 xy:UV缩放 zw:UV偏移",2D) = "grey"{}
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_DissolveMaskMap("局部溶解蒙版 xy:UV缩放 zw:UV偏移",2D) = "white"{}
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_DissolveOffsetRotateDistort("xy:溶解贴图偏移速度 z:溶解贴图旋转",Vector) = (0,0,0,0)
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[HDR]_DissolveLineColor("溶解描边颜色_hdr",Color) = (0,0,0,1)
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[HDR]_DissolveLineColor("溶解描边颜色_hdr",Color) = (1,0,0,1)
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_DissolveVoronoi_Vec("xy:噪波1缩放,zw:噪波2缩放",Vector) = (1,1,2,2)
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_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)
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_DissolveVoronoi_Vec3("xy:噪波1偏移速度,zw:噪波2偏移速度",Vector) = (0,0,0,0)
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_DissolveVoronoi_Vec4("xy:噪波1偏移,zw:噪波2偏移",Vector) = (0,0,0,0)
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_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)
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_Dissolve_Vec2("x:Ramp位置偏移,y:Ramp范围",Vector) = (0.2,0.1,0,0)
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_DissolveRampMap("溶解Ramp图",2D) = "white"{}
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_DissolveRampColorBlendMode("溶解Ramp图混合模式",Float) = 0
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[HDR]_DissolveRampColor("溶解Ramp颜色_hdr",Color) = (1,1,1,1)
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//颜色渐变贴图--------
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_ColorBlendMap("颜色渐变贴图 xy:UV缩放 zw:UV偏移",2D) = "white"{}
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[HDR]_ColorBlendColor("颜色渐变叠加_hdr",Color) = (1,1,1,1)
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_ColorBlendMapOffset("xy:颜色渐变贴图偏移动画",Vector) = (0,0,0,0)
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_DissolveLineMaskToggle("溶解描边开关",Float) = 0
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_DissolveRampSourceMode("溶解Ramp来源模式",Float) = 0
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_DissolveRampColor0("rgb:DissolveRampColor0,a:pos",Color) = (1,0,0,0)
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_DissolveRampColor1("rgb:DissolveRampColor1,a:pos",Color) = (0,0,0,1)
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_DissolveRampColor2("rgb:DissolveRampColor2,a:pos",Color) = (1,1,1,1)
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_DissolveRampColor3("rgb:DissolveRampColor3,a:pos",Color) = (1,1,1,1)
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_DissolveRampColor4("rgb:DissolveRampColor4,a:pos",Color) = (1,1,1,1)
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_DissolveRampColor5("rgb:DissolveRampColor5,a:pos",Color) = (1,1,1,1)
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_DissolveRampAlpha0("x:DissolveRampAlpha0,y:Pos0,z:DissolveRampAlpha1,w:Pos1",Vector) = (1,0,1,1)
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_DissolveRampAlpha1("x:DissolveRampAlpha2,y:Pos2,z:DissolveRampAlpha3,w:Pos3",Vector) = (1,0,1,1)
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_DissolveRampAlpha2("x:DissolveRampAlpha4,y:Pos4,z:DissolveRampAlpha5,w:Pos5",Vector) = (1,0,1,1)
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_DissolveRampCount("溶解Ramp映射数量",Integer) = 2
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_CustomData1X ("ignore", float) = 0
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_CustomData1Y ("ignore", float) = 0
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@@ -179,6 +265,7 @@
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_fogintensity ("雾影响强度", Range(0, 1)) = 1
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// -------------------------------------
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// Hidden properties - Generic 通用的隐藏属性
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_AdditiveToPreMultiplyAlphaLerp("相加到预乘混合",Range(0,1)) = 0.0
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[HideInInspector] _Blend ("__mode-ignore", Float) = 0.0
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[HideInInspector] _AlphaClip ("__clip-ignore", Float) = 0.0
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[HideInInspector] _SrcBlend ("__src-ignore", Float) = 1.0
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@@ -187,10 +274,9 @@
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[HideInInspector] _ZTest ("__ztest-ignore", Float) = 4.0 //默认值LEqual
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[HideInInspector] _ZWrite("__ZWrite-ignore", Float) = 0 //默认值LEqual
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// [HideInInspector] _ZTestt ("__ztestt", Float) = 4.0//雨轩:注释掉了。。。这是个什么鬼。。。
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_CustomStencilTest ("__CustomStencilTest-ignore", Float) = 0
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_StencilKeyIndex("__StencilKeyIndex-ignore",Float) = 0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("__StencilComp-ignore", Float) = 8
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_Stencil("Stencil ID-ignore", Float) = 0
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[Enum(UnityEngine.Rendering.StencilOp)]_StencilOp("Stencil Operation-ignore", Float) = 0
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@@ -205,8 +291,9 @@
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_DepthOutline_Toggle("深度描边",Float) = 0
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[HDR]_DepthOutline_Color("深度描边颜色_hdr",Color) = (1,1,1,1)
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_DepthOutline_Vec("菲涅尔深度描边参数",Vector) = (0,0.5,0,0)
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_FresnelColorAffectByAlpha("菲涅尔颜色受Alpha影响",Float) = 1
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// _DepthOutline_withoutFresnel_Toggle("深度描边关闭菲涅尔",Float) = 0
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// _FresnelUnit2("菲涅尔通用2", Vector) = (0,1,0,0)
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// _FresnelUnit2("菲涅尔通用2", Vector) = (1,1,0,0)
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_DepthDecal_Toggle("深度贴花",Float) = 0
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@@ -224,7 +311,7 @@
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_ParallaxMapping_Toggle("视差",Float) = 0
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_ParallaxMapping_Map("视差贴图",2D) = "white"{}
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_ParallaxMapping_Intensity("视差强度",Float) = 1
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_ParallaxMapping_Intensity("视差强度",Float) = 0.05
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_ParallaxMapping_Vec("遮蔽视差层数 x:最小值,y:最大值",Vector) = (5,30,0,0)
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@@ -233,7 +320,7 @@
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[HideInInspector] _BaseColorAddSubDiff ("_ColorMode", Vector) = (0, 0, 0, 0)
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[HideInInspector] _SoftParticlesEnabled ("__softparticlesenabled", Float) = 0.0
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[HideInInspector] _CameraFadingEnabled ("__camerafadingenabled", Float) = 0.0
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[HideInInspector] _SoftParticleFadeParams ("xy:软粒子远近裁剪面", Vector) = (0, 0, 0, 0)
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[HideInInspector] _SoftParticleFadeParams ("xy:软粒子远近裁剪面", Vector) = (0, 0.5, 0, 0)
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[HideInInspector] _CameraFadeParams ("__camerafadeparams_ignore", Vector) = (0, 0, 0, 0)
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[HideInInspector] _IntersectEnabled("__IntersectEnabled_ignore",Float) = 0.0
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[HideInInspector] _IntersectRadius("__IntersectRadius_ignore",Float) = 0.3
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@@ -241,8 +328,6 @@
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[HideInInspector] _ScreenDistortModeToggle("_ScreenDistortModeToggle",Float) = 0
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// Editmode props 编辑模式下的PropFlags?
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[HideInInspector] _QueueBias ("Queue偏移_QueueBias", Float) =0
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@@ -282,14 +367,26 @@
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[HideInInspector] _W9ParticleCustomDataFlag2("_W9ParticleCustomDataFlag2", Integer) = 0
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[HideInInspector] _W9ParticleCustomDataFlag3("_W9ParticleCustomDataFlag3", Integer) = 0
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[HideInInspector] _UVModeFlag0("_UVModeFlag0", Integer) = 0
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[HideInInspector] _W9ParticleShaderGUIFoldToggle("_W9ParticleShaderGUIFoldToggle", Integer) = 31//前5个开关默认打开
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[HideInInspector] _W9ParticleShaderGUIFoldToggle("_W9ParticleShaderGUIFoldToggle", Integer) = 3//前2个开关默认打开
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[HideInInspector] _W9ParticleShaderGUIFoldToggle1("_W9ParticleShaderGUIFoldToggle1", Integer) = 255//这边默认全开
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[HideInInspector] _W9ParticleShaderGUIFoldToggle2("_W9ParticleShaderGUIFoldToggle2", Integer) = 255//这边默认全开
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[HideInInspector] _W9ParticleShaderColorChannelFlag("_W9ParticleShaderColorChannelFlag", Integer) = 3//默认主贴图开A通道
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SaturabilityRangeVec("_Saturability",Vector) = (0,1,0,0)
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TexDistortionintensityRangeVec("_TexDistortion_intensity",Vector) = (-1,1,0,0)
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MaskDistortionIntensityRangeVec("_MaskDistortion_intensity",Vector) = (-2,2,0,0)
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EmiDistortionIntensityRangeVec("_TexDistortion_intensity",Vector) = (-1,1,0,0)
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BumpScaleRangeVec("_BumpScale",Vector) = (-1,1,0,0)
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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"
|
||||
}
|
||||
Reference in New Issue
Block a user