Merge remote-tracking branch 'origin/develop' into feature/load-all-equipments
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using UnityEngine;
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public class CircleMovement : MonoBehaviour
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{
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[Header("Movement Targets")]
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public Transform baseCircle; // Assign "base circle" child here
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public Transform left; // Assign "left" child here
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public Transform right; // Assign "right" child here
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[Header("Circle Settings (Base)")]
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public float circleRadius = 5f;
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public float circleSpeed = 1f; // Rotations per second
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public float circleDuration = 5f; // How long to move before stopping (seconds)
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public float circleDelay = 2f; // Delay before starting movement (seconds)
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[Header("Spiral Settings (Left/Right)")]
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public float spiralRadius = 5f;
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public float spiralSpeed = 1f; // Rotations per second
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public float spiralHeight = 5f; // How high to move up during spiral
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public float spiralDuration = 5f; // How long to move before stopping (seconds)
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public float spiralDelay = 2f; // Delay before starting movement (seconds)
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|
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private Vector3 baseCenter;
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private Vector3 leftCenter;
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private Vector3 rightCenter;
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|
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private float circleAngle = 0f;
|
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private float spiralAngle = 0f;
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|
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private bool circleMoving = false;
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private bool circleWaiting = false;
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private float circleElapsedTime = 0f;
|
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private float circleDelayTimer = 0f;
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||||
|
||||
private bool spiralMoving = false;
|
||||
private bool spiralWaiting = false;
|
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private float spiralElapsedTime = 0f;
|
||||
private float spiralDelayTimer = 0f;
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
// Store initial positions as center points
|
||||
if (baseCircle != null)
|
||||
baseCenter = baseCircle.position;
|
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if (left != null)
|
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{
|
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leftCenter = left.position;
|
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left.gameObject.SetActive(false); // Deactivate left
|
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}
|
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if (right != null)
|
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{
|
||||
rightCenter = right.position;
|
||||
right.gameObject.SetActive(false); // Deactivate right
|
||||
}
|
||||
|
||||
// Initialize circle movement
|
||||
circleMoving = false;
|
||||
circleWaiting = true;
|
||||
circleAngle = 0f;
|
||||
circleElapsedTime = 0f;
|
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circleDelayTimer = 0f;
|
||||
|
||||
// Initialize spiral movement
|
||||
spiralMoving = false;
|
||||
spiralWaiting = true;
|
||||
spiralAngle = 0f;
|
||||
spiralElapsedTime = 0f;
|
||||
spiralDelayTimer = 0f;
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
circleMoving = false;
|
||||
circleWaiting = false;
|
||||
spiralMoving = false;
|
||||
spiralWaiting = false;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Handle circle movement (base)
|
||||
HandleCircleMovement();
|
||||
|
||||
// Handle spiral movement (left/right)
|
||||
HandleSpiralMovement();
|
||||
}
|
||||
|
||||
void HandleCircleMovement()
|
||||
{
|
||||
// Handle delay
|
||||
if (circleWaiting)
|
||||
{
|
||||
circleDelayTimer += Time.deltaTime;
|
||||
|
||||
if (circleDelayTimer >= circleDelay)
|
||||
{
|
||||
circleWaiting = false;
|
||||
circleMoving = true;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Handle movement
|
||||
if (circleMoving)
|
||||
{
|
||||
circleElapsedTime += Time.deltaTime;
|
||||
|
||||
// Stop after duration
|
||||
if (circleElapsedTime >= circleDuration)
|
||||
{
|
||||
circleMoving = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Update angle
|
||||
circleAngle += circleSpeed * Time.deltaTime * Mathf.PI * 2f;
|
||||
|
||||
// Base circle - normal circle movement on X-Z plane
|
||||
if (baseCircle != null)
|
||||
{
|
||||
float x = baseCenter.x + circleRadius * Mathf.Cos(circleAngle);
|
||||
float z = baseCenter.z + circleRadius * Mathf.Sin(circleAngle);
|
||||
baseCircle.position = new Vector3(x, baseCenter.y, z);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HandleSpiralMovement()
|
||||
{
|
||||
// Handle delay
|
||||
if (spiralWaiting)
|
||||
{
|
||||
spiralDelayTimer += Time.deltaTime;
|
||||
|
||||
if (spiralDelayTimer >= spiralDelay)
|
||||
{
|
||||
spiralWaiting = false;
|
||||
spiralMoving = true;
|
||||
|
||||
// Activate left and right when delay is over
|
||||
if (left != null)
|
||||
left.gameObject.SetActive(true);
|
||||
if (right != null)
|
||||
right.gameObject.SetActive(true);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Handle movement
|
||||
if (spiralMoving)
|
||||
{
|
||||
spiralElapsedTime += Time.deltaTime;
|
||||
|
||||
// Stop after duration
|
||||
if (spiralElapsedTime >= spiralDuration)
|
||||
{
|
||||
spiralMoving = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Update angle
|
||||
spiralAngle += spiralSpeed * Time.deltaTime * Mathf.PI * 2f;
|
||||
|
||||
// Calculate progress (0 to 1)
|
||||
float progress = spiralElapsedTime / spiralDuration;
|
||||
|
||||
// Left - spiral movement
|
||||
if (left != null)
|
||||
{
|
||||
float x = leftCenter.x + spiralRadius * Mathf.Cos(spiralAngle);
|
||||
float z = leftCenter.z + spiralRadius * Mathf.Sin(spiralAngle);
|
||||
float y = leftCenter.y + (spiralHeight * progress);
|
||||
left.position = new Vector3(x, y, z);
|
||||
}
|
||||
|
||||
// Right - spiral movement (opposite side, start at 180 degrees)
|
||||
if (right != null)
|
||||
{
|
||||
float oppositeAngle = spiralAngle + Mathf.PI; // Add 180 degrees
|
||||
float x = rightCenter.x + spiralRadius * Mathf.Cos(oppositeAngle);
|
||||
float z = rightCenter.z + spiralRadius * Mathf.Sin(oppositeAngle);
|
||||
float y = rightCenter.y + (spiralHeight * progress);
|
||||
right.position = new Vector3(x, y, z);
|
||||
}
|
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}
|
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}
|
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}
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userData:
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|
||||
// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "VFX/AllInOneShader"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
|
||||
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
|
||||
[ASEBegin][Enum(UnityEngine.Rendering.BlendMode)]_Scr("Scr", Float) = 5
|
||||
[Enum(UnityEngine.Rendering.BlendMode)]_Dst("Dst", Float) = 10
|
||||
[Enum(UnityEngine.Rendering.CullMode)]_CullMode("CullMode", Float) = 0
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
[Toggle]_MainTexAR("MainTexAR", Float) = 0
|
||||
[HDR]_MainColor("MainColor", Color) = (1,1,1,1)
|
||||
_MainTexUSpeed("MainTexUSpeed", Float) = 0
|
||||
_MainTexVSpeed("MainTexVSpeed", Float) = 0
|
||||
[Toggle]_CustomMainTex("CustomMainTex", Float) = 0
|
||||
[Toggle(_FMASKTEX_ON)] _FMaskTex("FMaskTex", Float) = 0
|
||||
_MaskTex("MaskTex", 2D) = "white" {}
|
||||
[Toggle]_MaskTexAR("MaskTexAR", Float) = 1
|
||||
_MaskTexUSpeed("MaskTexUSpeed", Float) = 0
|
||||
_MaskTexVSpeed("MaskTexVSpeed", Float) = 0
|
||||
[Toggle(_FDISTORTTEX_ON)] _FDistortTex("FDistortTex", Float) = 0
|
||||
_DistortTex("DistortTex", 2D) = "white" {}
|
||||
[Toggle]_DistortTexAR("DistortTexAR", Float) = 1
|
||||
_DistortFactor("DistortFactor", Range( 0 , 1)) = 0
|
||||
_DistortTexUSpeed("DistortTexUSpeed", Float) = 0
|
||||
_DistortTexVSpeed("DistortTexVSpeed", Float) = 0
|
||||
[Toggle]_DistortMainTex("DistortMainTex", Float) = 0
|
||||
[Toggle]_DistortMaskTex("DistortMaskTex", Float) = 0
|
||||
[Toggle]_DistortDissolveTex("DistortDissolveTex", Float) = 0
|
||||
[Toggle(_FDISSOLVETEX_ON)] _FDissolveTex("FDissolveTex", Float) = 0
|
||||
_DissolveTex("DissolveTex", 2D) = "white" {}
|
||||
[Toggle]_DissolveTexAR("DissolveTexAR", Float) = 1
|
||||
[HDR]_DissolveColor("DissolveColor", Color) = (1,1,1,1)
|
||||
[Toggle]_CustomDissolve("CustomDissolve", Float) = 0
|
||||
_DissolveFactor("DissolveFactor", Range( 0 , 1)) = 0
|
||||
_DissolveSoft("DissolveSoft", Range( 0 , 1)) = 0.1
|
||||
_DissolveWide("DissolveWide", Range( 0 , 1)) = 0.05
|
||||
_DissolveTexUSpeed("DissolveTexUSpeed", Float) = 0
|
||||
_DissolveTexVSpeed("DissolveTexVSpeed", Float) = 0
|
||||
_MainAlpha("MainAlpha", Range( 0 , 10)) = 1
|
||||
[Toggle(_FFNL_ON)] _FFnl("FFnl", Float) = 0
|
||||
[HDR]_FnlColor("FnlColor", Color) = (1,1,1,1)
|
||||
_FnlScale("FnlScale", Range( 0 , 2)) = 0
|
||||
[Toggle(_FDEPTH_ON)] _FDepth("FDepth", Float) = 0
|
||||
_FnlPower("FnlPower", Range( 1 , 10)) = 1
|
||||
[Toggle]_ReFnl("ReFnl", Float) = 0
|
||||
[Enum(Alpha,0,Add,1)]_BlendMode("BlendMode", Float) = 0
|
||||
[ASEEnd]_DepthFade("DepthFade", Range( 0 , 10)) = 1
|
||||
|
||||
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
|
||||
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
|
||||
//_TessMin( "Tess Min Distance", Float ) = 10
|
||||
//_TessMax( "Tess Max Distance", Float ) = 25
|
||||
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
|
||||
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
LOD 0
|
||||
|
||||
|
||||
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" }
|
||||
|
||||
Cull [_CullMode]
|
||||
AlphaToMask Off
|
||||
|
||||
HLSLINCLUDE
|
||||
#pragma target 3.0
|
||||
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
|
||||
#ifndef ASE_TESS_FUNCS
|
||||
#define ASE_TESS_FUNCS
|
||||
float4 FixedTess( float tessValue )
|
||||
{
|
||||
return tessValue;
|
||||
}
|
||||
|
||||
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
|
||||
{
|
||||
float3 wpos = mul(o2w,vertex).xyz;
|
||||
float dist = distance (wpos, cameraPos);
|
||||
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
|
||||
return f;
|
||||
}
|
||||
|
||||
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
|
||||
{
|
||||
float4 tess;
|
||||
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
|
||||
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
|
||||
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
|
||||
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
|
||||
return tess;
|
||||
}
|
||||
|
||||
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
|
||||
{
|
||||
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
|
||||
float len = distance(wpos0, wpos1);
|
||||
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
|
||||
return f;
|
||||
}
|
||||
|
||||
float DistanceFromPlane (float3 pos, float4 plane)
|
||||
{
|
||||
float d = dot (float4(pos,1.0f), plane);
|
||||
return d;
|
||||
}
|
||||
|
||||
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
|
||||
{
|
||||
float4 planeTest;
|
||||
planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
|
||||
(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
|
||||
(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
|
||||
planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
|
||||
(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
|
||||
(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
|
||||
planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
|
||||
(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
|
||||
(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
|
||||
planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
|
||||
(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
|
||||
(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
|
||||
return !all (planeTest);
|
||||
}
|
||||
|
||||
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
|
||||
{
|
||||
float3 f;
|
||||
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
|
||||
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
|
||||
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
|
||||
|
||||
return CalcTriEdgeTessFactors (f);
|
||||
}
|
||||
|
||||
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
|
||||
{
|
||||
float3 pos0 = mul(o2w,v0).xyz;
|
||||
float3 pos1 = mul(o2w,v1).xyz;
|
||||
float3 pos2 = mul(o2w,v2).xyz;
|
||||
float4 tess;
|
||||
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
|
||||
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
|
||||
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
|
||||
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
|
||||
return tess;
|
||||
}
|
||||
|
||||
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
|
||||
{
|
||||
float3 pos0 = mul(o2w,v0).xyz;
|
||||
float3 pos1 = mul(o2w,v1).xyz;
|
||||
float3 pos2 = mul(o2w,v2).xyz;
|
||||
float4 tess;
|
||||
|
||||
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
|
||||
{
|
||||
tess = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
|
||||
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
|
||||
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
|
||||
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
|
||||
}
|
||||
return tess;
|
||||
}
|
||||
#endif //ASE_TESS_FUNCS
|
||||
|
||||
ENDHLSL
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "Forward"
|
||||
Tags { "LightMode"="UniversalForwardOnly" }
|
||||
|
||||
Blend [_Scr] [_Dst], One OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
ZTest LEqual
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define _RECEIVE_SHADOWS_OFF 1
|
||||
#define ASE_SRP_VERSION 100501
|
||||
#define REQUIRE_DEPTH_TEXTURE 1
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#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.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
|
||||
#if ASE_SRP_VERSION <= 70108
|
||||
#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
|
||||
#endif
|
||||
|
||||
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||||
#define ASE_NEEDS_VERT_NORMAL
|
||||
#define ASE_NEEDS_FRAG_COLOR
|
||||
#pragma shader_feature_local _FDISSOLVETEX_ON
|
||||
#pragma shader_feature_local _FDISTORTTEX_ON
|
||||
#pragma shader_feature_local _FFNL_ON
|
||||
#pragma shader_feature_local _FMASKTEX_ON
|
||||
#pragma shader_feature_local _FDEPTH_ON
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 ase_normal : NORMAL;
|
||||
half4 ase_color : COLOR;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
float4 ase_texcoord1 : TEXCOORD1;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 clipPos : SV_POSITION;
|
||||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||||
float3 worldPos : TEXCOORD0;
|
||||
#endif
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||||
float4 shadowCoord : TEXCOORD1;
|
||||
#endif
|
||||
#ifdef ASE_FOG
|
||||
float fogFactor : TEXCOORD2;
|
||||
#endif
|
||||
float4 ase_color : COLOR;
|
||||
float4 ase_texcoord3 : TEXCOORD3;
|
||||
float4 ase_texcoord4 : TEXCOORD4;
|
||||
float4 ase_texcoord5 : TEXCOORD5;
|
||||
float4 ase_texcoord6 : TEXCOORD6;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
half4 _MaskTex_ST;
|
||||
half4 _DissolveTex_ST;
|
||||
half4 _MainColor;
|
||||
half4 _DissolveColor;
|
||||
half4 _DistortTex_ST;
|
||||
half4 _MainTex_ST;
|
||||
half4 _FnlColor;
|
||||
half _CullMode;
|
||||
half _DissolveTexVSpeed;
|
||||
half _DistortDissolveTex;
|
||||
half _MainAlpha;
|
||||
half _FnlScale;
|
||||
half _DissolveTexUSpeed;
|
||||
half _FnlPower;
|
||||
half _MainTexAR;
|
||||
half _MaskTexAR;
|
||||
half _MaskTexUSpeed;
|
||||
half _MaskTexVSpeed;
|
||||
half _ReFnl;
|
||||
half _DissolveTexAR;
|
||||
half _DissolveWide;
|
||||
half _DistortMaskTex;
|
||||
half _DissolveFactor;
|
||||
half _CustomDissolve;
|
||||
half _DistortFactor;
|
||||
half _DistortTexVSpeed;
|
||||
half _DistortTexUSpeed;
|
||||
half _DistortTexAR;
|
||||
half _DistortMainTex;
|
||||
half _CustomMainTex;
|
||||
half _MainTexVSpeed;
|
||||
half _MainTexUSpeed;
|
||||
half _Scr;
|
||||
half _BlendMode;
|
||||
half _Dst;
|
||||
half _DissolveSoft;
|
||||
half _DepthFade;
|
||||
#ifdef TESSELLATION_ON
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
float _TessMin;
|
||||
float _TessMax;
|
||||
float _TessEdgeLength;
|
||||
float _TessMaxDisp;
|
||||
#endif
|
||||
CBUFFER_END
|
||||
sampler2D _MainTex;
|
||||
sampler2D _DistortTex;
|
||||
sampler2D _DissolveTex;
|
||||
sampler2D _MaskTex;
|
||||
|
||||
VertexOutput VertexFunction ( VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
half3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
|
||||
o.ase_texcoord5.xyz = ase_worldNormal;
|
||||
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
||||
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
||||
o.ase_texcoord6 = screenPos;
|
||||
|
||||
o.ase_color = v.ase_color;
|
||||
o.ase_texcoord3.xy = v.ase_texcoord.xy;
|
||||
o.ase_texcoord4 = v.ase_texcoord1;
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord3.zw = 0;
|
||||
o.ase_texcoord5.w = 0;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.vertex.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.vertex.xyz = vertexValue;
|
||||
#else
|
||||
v.vertex.xyz += vertexValue;
|
||||
#endif
|
||||
v.ase_normal = v.ase_normal;
|
||||
|
||||
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
||||
float4 positionCS = TransformWorldToHClip( positionWS );
|
||||
|
||||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||||
o.worldPos = positionWS;
|
||||
#endif
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||||
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||||
vertexInput.positionWS = positionWS;
|
||||
vertexInput.positionCS = positionCS;
|
||||
o.shadowCoord = GetShadowCoord( vertexInput );
|
||||
#endif
|
||||
#ifdef ASE_FOG
|
||||
o.fogFactor = ComputeFogFactor( positionCS.z );
|
||||
#endif
|
||||
o.clipPos = positionCS;
|
||||
return o;
|
||||
}
|
||||
|
||||
#if defined(TESSELLATION_ON)
|
||||
struct VertexControl
|
||||
{
|
||||
float4 vertex : INTERNALTESSPOS;
|
||||
float3 ase_normal : NORMAL;
|
||||
half4 ase_color : COLOR;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
float4 ase_texcoord1 : TEXCOORD1;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct TessellationFactors
|
||||
{
|
||||
float edge[3] : SV_TessFactor;
|
||||
float inside : SV_InsideTessFactor;
|
||||
};
|
||||
|
||||
VertexControl vert ( VertexInput v )
|
||||
{
|
||||
VertexControl o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
o.vertex = v.vertex;
|
||||
o.ase_normal = v.ase_normal;
|
||||
o.ase_color = v.ase_color;
|
||||
o.ase_texcoord = v.ase_texcoord;
|
||||
o.ase_texcoord1 = v.ase_texcoord1;
|
||||
return o;
|
||||
}
|
||||
|
||||
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||||
{
|
||||
TessellationFactors o;
|
||||
float4 tf = 1;
|
||||
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||||
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||||
#if defined(ASE_FIXED_TESSELLATION)
|
||||
tf = FixedTess( tessValue );
|
||||
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||||
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||||
#elif defined(ASE_LENGTH_TESSELLATION)
|
||||
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||||
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||||
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||||
#endif
|
||||
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||||
return o;
|
||||
}
|
||||
|
||||
[domain("tri")]
|
||||
[partitioning("fractional_odd")]
|
||||
[outputtopology("triangle_cw")]
|
||||
[patchconstantfunc("TessellationFunction")]
|
||||
[outputcontrolpoints(3)]
|
||||
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||||
{
|
||||
return patch[id];
|
||||
}
|
||||
|
||||
[domain("tri")]
|
||||
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||||
{
|
||||
VertexInput o = (VertexInput) 0;
|
||||
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||||
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
||||
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
||||
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||||
o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
|
||||
#if defined(ASE_PHONG_TESSELLATION)
|
||||
float3 pp[3];
|
||||
for (int i = 0; i < 3; ++i)
|
||||
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
||||
float phongStrength = _TessPhongStrength;
|
||||
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
||||
#endif
|
||||
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||||
return VertexFunction(o);
|
||||
}
|
||||
#else
|
||||
VertexOutput vert ( VertexInput v )
|
||||
{
|
||||
return VertexFunction( v );
|
||||
}
|
||||
#endif
|
||||
|
||||
half4 frag ( VertexOutput IN ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
|
||||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||||
float3 WorldPosition = IN.worldPos;
|
||||
#endif
|
||||
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||||
|
||||
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
ShadowCoords = IN.shadowCoord;
|
||||
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||||
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||||
#endif
|
||||
#endif
|
||||
float Scr106 = _Scr;
|
||||
half2 appendResult4_g13 = (half2(_MainTexUSpeed , _MainTexVSpeed));
|
||||
half2 uv_MainTex = IN.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
half2 temp_output_3_0_g8 = uv_MainTex;
|
||||
half2 appendResult4_g7 = (half2(_DistortTexUSpeed , _DistortTexVSpeed));
|
||||
half2 uv_DistortTex = IN.ase_texcoord3.xy * _DistortTex_ST.xy + _DistortTex_ST.zw;
|
||||
half2 panner5_g7 = ( 1.0 * _Time.y * appendResult4_g7 + uv_DistortTex);
|
||||
half4 tex2DNode7_g7 = tex2D( _DistortTex, panner5_g7 );
|
||||
half Distort148 = ( ( _DistortTexAR == 0.0 ? tex2DNode7_g7.a : tex2DNode7_g7.r ) * _DistortFactor );
|
||||
#ifdef _FDISTORTTEX_ON
|
||||
half2 staticSwitch316 = ( _DistortMainTex == 0.0 ? temp_output_3_0_g8 : ( temp_output_3_0_g8 + Distort148 ) );
|
||||
#else
|
||||
half2 staticSwitch316 = uv_MainTex;
|
||||
#endif
|
||||
half4 texCoord328 = IN.ase_texcoord4;
|
||||
texCoord328.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
|
||||
half2 appendResult330 = (half2(texCoord328.x , texCoord328.y));
|
||||
half2 panner5_g13 = ( 1.0 * _Time.y * appendResult4_g13 + (( _CustomMainTex )?( ( staticSwitch316 + appendResult330 ) ):( staticSwitch316 )));
|
||||
half4 tex2DNode7_g13 = tex2D( _MainTex, panner5_g13 );
|
||||
half4 MainTexColor215 = ( _MainColor * tex2DNode7_g13 );
|
||||
half4 texCoord333 = IN.ase_texcoord4;
|
||||
texCoord333.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
|
||||
half temp_output_275_0 = (-_DissolveWide + ((( _CustomDissolve )?( texCoord333.z ):( _DissolveFactor )) - 0.0) * (1.0 - -_DissolveWide) / (1.0 - 0.0));
|
||||
half temp_output_277_0 = ( _DissolveSoft + 0.0001 );
|
||||
half temp_output_272_0 = (-temp_output_277_0 + (( temp_output_275_0 + _DissolveWide ) - 0.0) * (1.0 - -temp_output_277_0) / (1.0 - 0.0));
|
||||
half2 appendResult4_g10 = (half2(_DissolveTexUSpeed , _DissolveTexVSpeed));
|
||||
half2 uv_DissolveTex = IN.ase_texcoord3.xy * _DissolveTex_ST.xy + _DissolveTex_ST.zw;
|
||||
half2 temp_output_3_0_g9 = uv_DissolveTex;
|
||||
#ifdef _FDISTORTTEX_ON
|
||||
half2 staticSwitch314 = ( _DistortDissolveTex == 0.0 ? temp_output_3_0_g9 : ( temp_output_3_0_g9 + Distort148 ) );
|
||||
#else
|
||||
half2 staticSwitch314 = uv_DissolveTex;
|
||||
#endif
|
||||
half2 panner5_g10 = ( 1.0 * _Time.y * appendResult4_g10 + staticSwitch314);
|
||||
half4 tex2DNode7_g10 = tex2D( _DissolveTex, panner5_g10 );
|
||||
half temp_output_351_20 = ( _DissolveTexAR == 0.0 ? tex2DNode7_g10.a : tex2DNode7_g10.r );
|
||||
half smoothstepResult264 = smoothstep( temp_output_272_0 , ( temp_output_272_0 + temp_output_277_0 ) , temp_output_351_20);
|
||||
half Alpha337 = _MainAlpha;
|
||||
half4 lerpResult223 = lerp( MainTexColor215 , _DissolveColor , ( _DissolveColor.a * ( 1.0 - smoothstepResult264 ) * Alpha337 ));
|
||||
#ifdef _FDISSOLVETEX_ON
|
||||
half4 staticSwitch298 = lerpResult223;
|
||||
#else
|
||||
half4 staticSwitch298 = MainTexColor215;
|
||||
#endif
|
||||
half4 temp_cast_0 = (0.0).xxxx;
|
||||
half Refnl339 = _ReFnl;
|
||||
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
|
||||
ase_worldViewDir = normalize(ase_worldViewDir);
|
||||
half3 ase_worldNormal = IN.ase_texcoord5.xyz;
|
||||
half fresnelNdotV279 = dot( ase_worldNormal, ase_worldViewDir );
|
||||
half fresnelNode279 = ( 0.0 + _FnlScale * pow( 1.0 - fresnelNdotV279, _FnlPower ) );
|
||||
half temp_output_283_0 = saturate( fresnelNode279 );
|
||||
half4 FnlMainColor286 = ( _FnlColor * temp_output_283_0 * _FnlColor.a );
|
||||
half4 temp_cast_1 = (0.0).xxxx;
|
||||
#ifdef _FFNL_ON
|
||||
half4 staticSwitch300 = ( Refnl339 == 0.0 ? FnlMainColor286 : temp_cast_1 );
|
||||
#else
|
||||
half4 staticSwitch300 = temp_cast_0;
|
||||
#endif
|
||||
float4 MainColor98 = ( IN.ase_color * ( staticSwitch298 + staticSwitch300 ) );
|
||||
float MainTexAlpha138 = ( _MainColor.a * ( _MainTexAR == 0.0 ? tex2DNode7_g13.a : tex2DNode7_g13.r ) );
|
||||
half2 appendResult4_g14 = (half2(_MaskTexUSpeed , _MaskTexVSpeed));
|
||||
half2 uv_MaskTex = IN.ase_texcoord3.xy * _MaskTex_ST.xy + _MaskTex_ST.zw;
|
||||
half2 temp_output_3_0_g12 = uv_MaskTex;
|
||||
#ifdef _FDISTORTTEX_ON
|
||||
half2 staticSwitch312 = ( _DistortMaskTex == 0.0 ? temp_output_3_0_g12 : ( temp_output_3_0_g12 + Distort148 ) );
|
||||
#else
|
||||
half2 staticSwitch312 = uv_MaskTex;
|
||||
#endif
|
||||
half2 panner5_g14 = ( 1.0 * _Time.y * appendResult4_g14 + staticSwitch312);
|
||||
half4 tex2DNode7_g14 = tex2D( _MaskTex, panner5_g14 );
|
||||
#ifdef _FMASKTEX_ON
|
||||
half staticSwitch291 = ( _MaskTexAR == 0.0 ? tex2DNode7_g14.a : tex2DNode7_g14.r );
|
||||
#else
|
||||
half staticSwitch291 = 1.0;
|
||||
#endif
|
||||
half temp_output_270_0 = (-temp_output_277_0 + (temp_output_275_0 - 0.0) * (1.0 - -temp_output_277_0) / (1.0 - 0.0));
|
||||
half smoothstepResult256 = smoothstep( temp_output_270_0 , ( temp_output_270_0 + temp_output_277_0 ) , temp_output_351_20);
|
||||
half DissolveAlpha212 = smoothstepResult256;
|
||||
#ifdef _FDISSOLVETEX_ON
|
||||
half staticSwitch299 = DissolveAlpha212;
|
||||
#else
|
||||
half staticSwitch299 = 1.0;
|
||||
#endif
|
||||
half ReFnlAlpha318 = ( 1.0 - temp_output_283_0 );
|
||||
#ifdef _FFNL_ON
|
||||
half staticSwitch319 = ( Refnl339 == 0.0 ? 1.0 : ReFnlAlpha318 );
|
||||
#else
|
||||
half staticSwitch319 = 1.0;
|
||||
#endif
|
||||
float4 screenPos = IN.ase_texcoord6;
|
||||
half4 ase_screenPosNorm = screenPos / screenPos.w;
|
||||
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
||||
float screenDepth375 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||||
half distanceDepth375 = abs( ( screenDepth375 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthFade ) );
|
||||
#ifdef _FDEPTH_ON
|
||||
half staticSwitch378 = saturate( distanceDepth375 );
|
||||
#else
|
||||
half staticSwitch378 = 1.0;
|
||||
#endif
|
||||
float MainAlpha97 = saturate( ( MainTexAlpha138 * staticSwitch291 * IN.ase_color.a * Alpha337 * staticSwitch299 * staticSwitch319 * staticSwitch378 ) );
|
||||
|
||||
float3 BakedAlbedo = 0;
|
||||
float3 BakedEmission = 0;
|
||||
float3 Color = ( Scr106 == 5.0 ? MainColor98 : ( MainColor98 * MainAlpha97 ) ).rgb;
|
||||
float Alpha = MainAlpha97;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
float AlphaClipThresholdShadow = 0.5;
|
||||
|
||||
#ifdef _ALPHATEST_ON
|
||||
clip( Alpha - AlphaClipThreshold );
|
||||
#endif
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
||||
#endif
|
||||
|
||||
#ifdef ASE_FOG
|
||||
Color = MixFog( Color, IN.fogFactor );
|
||||
#endif
|
||||
|
||||
return half4( Color, Alpha );
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "DepthOnly"
|
||||
Tags { "LightMode"="DepthOnly" }
|
||||
|
||||
ZWrite On
|
||||
ColorMask 0
|
||||
AlphaToMask Off
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define _RECEIVE_SHADOWS_OFF 1
|
||||
#define ASE_SRP_VERSION 100501
|
||||
#define REQUIRE_DEPTH_TEXTURE 1
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#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"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
|
||||
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||||
#define ASE_NEEDS_VERT_NORMAL
|
||||
#pragma shader_feature_local _FDISTORTTEX_ON
|
||||
#pragma shader_feature_local _FMASKTEX_ON
|
||||
#pragma shader_feature_local _FDISSOLVETEX_ON
|
||||
#pragma shader_feature_local _FFNL_ON
|
||||
#pragma shader_feature_local _FDEPTH_ON
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 ase_normal : NORMAL;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
float4 ase_texcoord1 : TEXCOORD1;
|
||||
half4 ase_color : COLOR;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 clipPos : SV_POSITION;
|
||||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||||
float3 worldPos : TEXCOORD0;
|
||||
#endif
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||||
float4 shadowCoord : TEXCOORD1;
|
||||
#endif
|
||||
float4 ase_texcoord2 : TEXCOORD2;
|
||||
float4 ase_texcoord3 : TEXCOORD3;
|
||||
float4 ase_color : COLOR;
|
||||
float4 ase_texcoord4 : TEXCOORD4;
|
||||
float4 ase_texcoord5 : TEXCOORD5;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
half4 _MaskTex_ST;
|
||||
half4 _DissolveTex_ST;
|
||||
half4 _MainColor;
|
||||
half4 _DissolveColor;
|
||||
half4 _DistortTex_ST;
|
||||
half4 _MainTex_ST;
|
||||
half4 _FnlColor;
|
||||
half _CullMode;
|
||||
half _DissolveTexVSpeed;
|
||||
half _DistortDissolveTex;
|
||||
half _MainAlpha;
|
||||
half _FnlScale;
|
||||
half _DissolveTexUSpeed;
|
||||
half _FnlPower;
|
||||
half _MainTexAR;
|
||||
half _MaskTexAR;
|
||||
half _MaskTexUSpeed;
|
||||
half _MaskTexVSpeed;
|
||||
half _ReFnl;
|
||||
half _DissolveTexAR;
|
||||
half _DissolveWide;
|
||||
half _DistortMaskTex;
|
||||
half _DissolveFactor;
|
||||
half _CustomDissolve;
|
||||
half _DistortFactor;
|
||||
half _DistortTexVSpeed;
|
||||
half _DistortTexUSpeed;
|
||||
half _DistortTexAR;
|
||||
half _DistortMainTex;
|
||||
half _CustomMainTex;
|
||||
half _MainTexVSpeed;
|
||||
half _MainTexUSpeed;
|
||||
half _Scr;
|
||||
half _BlendMode;
|
||||
half _Dst;
|
||||
half _DissolveSoft;
|
||||
half _DepthFade;
|
||||
#ifdef TESSELLATION_ON
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
float _TessMin;
|
||||
float _TessMax;
|
||||
float _TessEdgeLength;
|
||||
float _TessMaxDisp;
|
||||
#endif
|
||||
CBUFFER_END
|
||||
sampler2D _MainTex;
|
||||
sampler2D _DistortTex;
|
||||
sampler2D _MaskTex;
|
||||
sampler2D _DissolveTex;
|
||||
|
||||
|
||||
VertexOutput VertexFunction( VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
half3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
|
||||
o.ase_texcoord4.xyz = ase_worldNormal;
|
||||
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
||||
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
||||
o.ase_texcoord5 = screenPos;
|
||||
|
||||
o.ase_texcoord2.xy = v.ase_texcoord.xy;
|
||||
o.ase_texcoord3 = v.ase_texcoord1;
|
||||
o.ase_color = v.ase_color;
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord2.zw = 0;
|
||||
o.ase_texcoord4.w = 0;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.vertex.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.vertex.xyz = vertexValue;
|
||||
#else
|
||||
v.vertex.xyz += vertexValue;
|
||||
#endif
|
||||
|
||||
v.ase_normal = v.ase_normal;
|
||||
|
||||
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
||||
|
||||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||||
o.worldPos = positionWS;
|
||||
#endif
|
||||
|
||||
o.clipPos = TransformWorldToHClip( positionWS );
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||||
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||||
vertexInput.positionWS = positionWS;
|
||||
vertexInput.positionCS = o.clipPos;
|
||||
o.shadowCoord = GetShadowCoord( vertexInput );
|
||||
#endif
|
||||
return o;
|
||||
}
|
||||
|
||||
#if defined(TESSELLATION_ON)
|
||||
struct VertexControl
|
||||
{
|
||||
float4 vertex : INTERNALTESSPOS;
|
||||
float3 ase_normal : NORMAL;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
float4 ase_texcoord1 : TEXCOORD1;
|
||||
half4 ase_color : COLOR;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct TessellationFactors
|
||||
{
|
||||
float edge[3] : SV_TessFactor;
|
||||
float inside : SV_InsideTessFactor;
|
||||
};
|
||||
|
||||
VertexControl vert ( VertexInput v )
|
||||
{
|
||||
VertexControl o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
o.vertex = v.vertex;
|
||||
o.ase_normal = v.ase_normal;
|
||||
o.ase_texcoord = v.ase_texcoord;
|
||||
o.ase_texcoord1 = v.ase_texcoord1;
|
||||
o.ase_color = v.ase_color;
|
||||
return o;
|
||||
}
|
||||
|
||||
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||||
{
|
||||
TessellationFactors o;
|
||||
float4 tf = 1;
|
||||
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||||
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||||
#if defined(ASE_FIXED_TESSELLATION)
|
||||
tf = FixedTess( tessValue );
|
||||
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||||
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||||
#elif defined(ASE_LENGTH_TESSELLATION)
|
||||
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||||
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||||
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||||
#endif
|
||||
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||||
return o;
|
||||
}
|
||||
|
||||
[domain("tri")]
|
||||
[partitioning("fractional_odd")]
|
||||
[outputtopology("triangle_cw")]
|
||||
[patchconstantfunc("TessellationFunction")]
|
||||
[outputcontrolpoints(3)]
|
||||
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||||
{
|
||||
return patch[id];
|
||||
}
|
||||
|
||||
[domain("tri")]
|
||||
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||||
{
|
||||
VertexInput o = (VertexInput) 0;
|
||||
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||||
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
||||
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||||
o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
|
||||
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
||||
#if defined(ASE_PHONG_TESSELLATION)
|
||||
float3 pp[3];
|
||||
for (int i = 0; i < 3; ++i)
|
||||
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
||||
float phongStrength = _TessPhongStrength;
|
||||
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
||||
#endif
|
||||
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||||
return VertexFunction(o);
|
||||
}
|
||||
#else
|
||||
VertexOutput vert ( VertexInput v )
|
||||
{
|
||||
return VertexFunction( v );
|
||||
}
|
||||
#endif
|
||||
|
||||
half4 frag(VertexOutput IN ) : SV_TARGET
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(IN);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
|
||||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||||
float3 WorldPosition = IN.worldPos;
|
||||
#endif
|
||||
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||||
|
||||
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
ShadowCoords = IN.shadowCoord;
|
||||
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||||
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||||
#endif
|
||||
#endif
|
||||
|
||||
half2 appendResult4_g13 = (half2(_MainTexUSpeed , _MainTexVSpeed));
|
||||
half2 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
half2 temp_output_3_0_g8 = uv_MainTex;
|
||||
half2 appendResult4_g7 = (half2(_DistortTexUSpeed , _DistortTexVSpeed));
|
||||
half2 uv_DistortTex = IN.ase_texcoord2.xy * _DistortTex_ST.xy + _DistortTex_ST.zw;
|
||||
half2 panner5_g7 = ( 1.0 * _Time.y * appendResult4_g7 + uv_DistortTex);
|
||||
half4 tex2DNode7_g7 = tex2D( _DistortTex, panner5_g7 );
|
||||
half Distort148 = ( ( _DistortTexAR == 0.0 ? tex2DNode7_g7.a : tex2DNode7_g7.r ) * _DistortFactor );
|
||||
#ifdef _FDISTORTTEX_ON
|
||||
half2 staticSwitch316 = ( _DistortMainTex == 0.0 ? temp_output_3_0_g8 : ( temp_output_3_0_g8 + Distort148 ) );
|
||||
#else
|
||||
half2 staticSwitch316 = uv_MainTex;
|
||||
#endif
|
||||
half4 texCoord328 = IN.ase_texcoord3;
|
||||
texCoord328.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
||||
half2 appendResult330 = (half2(texCoord328.x , texCoord328.y));
|
||||
half2 panner5_g13 = ( 1.0 * _Time.y * appendResult4_g13 + (( _CustomMainTex )?( ( staticSwitch316 + appendResult330 ) ):( staticSwitch316 )));
|
||||
half4 tex2DNode7_g13 = tex2D( _MainTex, panner5_g13 );
|
||||
float MainTexAlpha138 = ( _MainColor.a * ( _MainTexAR == 0.0 ? tex2DNode7_g13.a : tex2DNode7_g13.r ) );
|
||||
half2 appendResult4_g14 = (half2(_MaskTexUSpeed , _MaskTexVSpeed));
|
||||
half2 uv_MaskTex = IN.ase_texcoord2.xy * _MaskTex_ST.xy + _MaskTex_ST.zw;
|
||||
half2 temp_output_3_0_g12 = uv_MaskTex;
|
||||
#ifdef _FDISTORTTEX_ON
|
||||
half2 staticSwitch312 = ( _DistortMaskTex == 0.0 ? temp_output_3_0_g12 : ( temp_output_3_0_g12 + Distort148 ) );
|
||||
#else
|
||||
half2 staticSwitch312 = uv_MaskTex;
|
||||
#endif
|
||||
half2 panner5_g14 = ( 1.0 * _Time.y * appendResult4_g14 + staticSwitch312);
|
||||
half4 tex2DNode7_g14 = tex2D( _MaskTex, panner5_g14 );
|
||||
#ifdef _FMASKTEX_ON
|
||||
half staticSwitch291 = ( _MaskTexAR == 0.0 ? tex2DNode7_g14.a : tex2DNode7_g14.r );
|
||||
#else
|
||||
half staticSwitch291 = 1.0;
|
||||
#endif
|
||||
half Alpha337 = _MainAlpha;
|
||||
half4 texCoord333 = IN.ase_texcoord3;
|
||||
texCoord333.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
||||
half temp_output_275_0 = (-_DissolveWide + ((( _CustomDissolve )?( texCoord333.z ):( _DissolveFactor )) - 0.0) * (1.0 - -_DissolveWide) / (1.0 - 0.0));
|
||||
half temp_output_277_0 = ( _DissolveSoft + 0.0001 );
|
||||
half temp_output_270_0 = (-temp_output_277_0 + (temp_output_275_0 - 0.0) * (1.0 - -temp_output_277_0) / (1.0 - 0.0));
|
||||
half2 appendResult4_g10 = (half2(_DissolveTexUSpeed , _DissolveTexVSpeed));
|
||||
half2 uv_DissolveTex = IN.ase_texcoord2.xy * _DissolveTex_ST.xy + _DissolveTex_ST.zw;
|
||||
half2 temp_output_3_0_g9 = uv_DissolveTex;
|
||||
#ifdef _FDISTORTTEX_ON
|
||||
half2 staticSwitch314 = ( _DistortDissolveTex == 0.0 ? temp_output_3_0_g9 : ( temp_output_3_0_g9 + Distort148 ) );
|
||||
#else
|
||||
half2 staticSwitch314 = uv_DissolveTex;
|
||||
#endif
|
||||
half2 panner5_g10 = ( 1.0 * _Time.y * appendResult4_g10 + staticSwitch314);
|
||||
half4 tex2DNode7_g10 = tex2D( _DissolveTex, panner5_g10 );
|
||||
half temp_output_351_20 = ( _DissolveTexAR == 0.0 ? tex2DNode7_g10.a : tex2DNode7_g10.r );
|
||||
half smoothstepResult256 = smoothstep( temp_output_270_0 , ( temp_output_270_0 + temp_output_277_0 ) , temp_output_351_20);
|
||||
half DissolveAlpha212 = smoothstepResult256;
|
||||
#ifdef _FDISSOLVETEX_ON
|
||||
half staticSwitch299 = DissolveAlpha212;
|
||||
#else
|
||||
half staticSwitch299 = 1.0;
|
||||
#endif
|
||||
half Refnl339 = _ReFnl;
|
||||
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
|
||||
ase_worldViewDir = normalize(ase_worldViewDir);
|
||||
half3 ase_worldNormal = IN.ase_texcoord4.xyz;
|
||||
half fresnelNdotV279 = dot( ase_worldNormal, ase_worldViewDir );
|
||||
half fresnelNode279 = ( 0.0 + _FnlScale * pow( 1.0 - fresnelNdotV279, _FnlPower ) );
|
||||
half temp_output_283_0 = saturate( fresnelNode279 );
|
||||
half ReFnlAlpha318 = ( 1.0 - temp_output_283_0 );
|
||||
#ifdef _FFNL_ON
|
||||
half staticSwitch319 = ( Refnl339 == 0.0 ? 1.0 : ReFnlAlpha318 );
|
||||
#else
|
||||
half staticSwitch319 = 1.0;
|
||||
#endif
|
||||
float4 screenPos = IN.ase_texcoord5;
|
||||
half4 ase_screenPosNorm = screenPos / screenPos.w;
|
||||
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
||||
float screenDepth375 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||||
half distanceDepth375 = abs( ( screenDepth375 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthFade ) );
|
||||
#ifdef _FDEPTH_ON
|
||||
half staticSwitch378 = saturate( distanceDepth375 );
|
||||
#else
|
||||
half staticSwitch378 = 1.0;
|
||||
#endif
|
||||
float MainAlpha97 = saturate( ( MainTexAlpha138 * staticSwitch291 * IN.ase_color.a * Alpha337 * staticSwitch299 * staticSwitch319 * staticSwitch378 ) );
|
||||
|
||||
float Alpha = MainAlpha97;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
|
||||
#ifdef _ALPHATEST_ON
|
||||
clip(Alpha - AlphaClipThreshold);
|
||||
#endif
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
CustomEditor "SampleGUI"
|
||||
Fallback "Hidden/InternalErrorShader"
|
||||
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0a016a83287664641b867743f19faf14
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,554 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
//����һ��GUI��
|
||||
public class SampleGUI : ShaderGUI
|
||||
{
|
||||
public GUIStyle style = new GUIStyle();
|
||||
static bool Foldout(bool display, string title)
|
||||
{
|
||||
var style = new GUIStyle("ShurikenModuleTitle");
|
||||
style.font = new GUIStyle(EditorStyles.boldLabel).font;
|
||||
style.border = new RectOffset(15, 7, 4, 4);
|
||||
style.fixedHeight = 22;
|
||||
style.contentOffset = new Vector2(20f, -2f);
|
||||
style.fontSize = 11;
|
||||
style.normal.textColor = new Color(0.7f, 0.8f, 0.9f);
|
||||
|
||||
|
||||
|
||||
|
||||
var rect = GUILayoutUtility.GetRect(16f, 25f, style);
|
||||
GUI.Box(rect, title, style);
|
||||
|
||||
var e = Event.current;
|
||||
|
||||
var toggleRect = new Rect(rect.x + 4f, rect.y + 2f, 13f, 13f);
|
||||
if (e.type == EventType.Repaint)
|
||||
{
|
||||
EditorStyles.foldout.Draw(toggleRect, false, false, display, false);
|
||||
}
|
||||
|
||||
if (e.type == EventType.MouseDown && rect.Contains(e.mousePosition))
|
||||
{
|
||||
display = !display;
|
||||
e.Use();
|
||||
}
|
||||
|
||||
return display;
|
||||
}
|
||||
|
||||
static bool _Function_Foldout = false;
|
||||
static bool _Base_Foldout = false;
|
||||
static bool _Common_Foldout = true;
|
||||
static bool _Main_Foldout = true;
|
||||
static bool _Tips_Foldout = false;
|
||||
static bool _Mask_Foldout = true;
|
||||
static bool _Distort_Foldout = true;
|
||||
static bool _Dissolve_Foldout = true;
|
||||
static bool _FNL_Foldout = true;
|
||||
|
||||
MaterialEditor m_MaterialEditor;
|
||||
|
||||
MaterialProperty BlendMode = null;
|
||||
MaterialProperty CullMode = null;
|
||||
|
||||
MaterialProperty MainTex = null;
|
||||
MaterialProperty MainColor = null;
|
||||
MaterialProperty MainTexAR = null;
|
||||
MaterialProperty MainTexUSpeed = null;
|
||||
MaterialProperty MainTexVSpeed = null;
|
||||
MaterialProperty CustomMainTex = null;
|
||||
|
||||
MaterialProperty FMaskTex = null;
|
||||
MaterialProperty MaskTex = null;
|
||||
MaterialProperty MaskTexAR = null;
|
||||
MaterialProperty MaskTexUSpeed = null;
|
||||
MaterialProperty MaskTexVSpeed = null;
|
||||
|
||||
MaterialProperty FDistortTex = null;
|
||||
MaterialProperty DistortTex = null;
|
||||
MaterialProperty DistortTexAR = null;
|
||||
MaterialProperty DistortTexUSpeed = null;
|
||||
MaterialProperty DistortTexVSpeed = null;
|
||||
MaterialProperty DistortFactor = null;
|
||||
MaterialProperty DistortMainTex = null;
|
||||
MaterialProperty DistortMaskTex = null;
|
||||
MaterialProperty DistortDissolveTex = null;
|
||||
|
||||
MaterialProperty FDissolveTex = null;
|
||||
MaterialProperty DissolveTex = null;
|
||||
MaterialProperty DissolveTexAR = null;
|
||||
MaterialProperty DissolveTexUSpeed = null;
|
||||
MaterialProperty DissolveTexVSpeed = null;
|
||||
MaterialProperty DissolveFactor = null;
|
||||
MaterialProperty DissolveColor = null;
|
||||
MaterialProperty CustomDissolve = null;
|
||||
MaterialProperty DissolveSoft = null;
|
||||
MaterialProperty DissolveWide = null;
|
||||
|
||||
MaterialProperty FFnl = null;
|
||||
MaterialProperty FnlColor = null;
|
||||
MaterialProperty FnlScale = null;
|
||||
MaterialProperty FnlPower = null;
|
||||
MaterialProperty ReFnl = null;
|
||||
|
||||
MaterialProperty MainAlpha = null;
|
||||
MaterialProperty FDepth = null;
|
||||
MaterialProperty DepthFade = null;
|
||||
public void FindProperties(MaterialProperty[] props)
|
||||
{
|
||||
BlendMode = FindProperty("_BlendMode", props);
|
||||
CullMode = FindProperty("_CullMode", props);
|
||||
|
||||
MainTex = FindProperty("_MainTex", props);
|
||||
MainColor = FindProperty("_MainColor", props);
|
||||
MainTexAR = FindProperty("_MainTexAR", props);
|
||||
MainTexUSpeed = FindProperty("_MainTexUSpeed", props);
|
||||
MainTexVSpeed = FindProperty("_MainTexVSpeed", props);
|
||||
CustomMainTex = FindProperty("_CustomMainTex", props);
|
||||
|
||||
FMaskTex = FindProperty("_FMaskTex", props);
|
||||
MaskTex = FindProperty("_MaskTex", props);
|
||||
MaskTexAR = FindProperty("_MaskTexAR", props);
|
||||
MaskTexUSpeed = FindProperty("_MaskTexUSpeed", props);
|
||||
MaskTexVSpeed = FindProperty("_MaskTexVSpeed", props);
|
||||
|
||||
FDistortTex = FindProperty("_FDistortTex", props);
|
||||
DistortTex = FindProperty("_DistortTex", props);
|
||||
DistortTexAR = FindProperty("_DistortTexAR", props);
|
||||
DistortTexUSpeed = FindProperty("_DistortTexUSpeed", props);
|
||||
DistortTexVSpeed = FindProperty("_DistortTexVSpeed", props);
|
||||
DistortFactor = FindProperty("_DistortFactor", props);
|
||||
DistortMainTex = FindProperty("_DistortMainTex", props);
|
||||
DistortMaskTex = FindProperty("_DistortMaskTex", props);
|
||||
DistortDissolveTex = FindProperty("_DistortDissolveTex", props);
|
||||
|
||||
FDissolveTex = FindProperty("_FDissolveTex", props);
|
||||
DissolveTex = FindProperty("_DissolveTex", props);
|
||||
DissolveTexAR = FindProperty("_DissolveTexAR", props);
|
||||
DissolveTexUSpeed = FindProperty("_DissolveTexUSpeed", props);
|
||||
DissolveTexVSpeed = FindProperty("_DissolveTexVSpeed", props);
|
||||
DissolveFactor = FindProperty("_DissolveFactor", props);
|
||||
DissolveColor = FindProperty("_DissolveColor", props);
|
||||
CustomDissolve = FindProperty("_CustomDissolve", props);
|
||||
DissolveSoft = FindProperty("_DissolveSoft", props);
|
||||
DissolveWide = FindProperty("_DissolveWide", props);
|
||||
|
||||
FFnl = FindProperty("_FFnl", props);
|
||||
FnlColor = FindProperty("_FnlColor", props);
|
||||
FnlScale = FindProperty("_FnlScale", props);
|
||||
FnlPower = FindProperty("_FnlPower", props);
|
||||
ReFnl = FindProperty("_ReFnl", props);
|
||||
|
||||
MainAlpha = FindProperty("_MainAlpha", props);
|
||||
FDepth = FindProperty("_FDepth", props);
|
||||
DepthFade = FindProperty("_DepthFade", props);
|
||||
}
|
||||
|
||||
|
||||
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
|
||||
{
|
||||
|
||||
|
||||
|
||||
|
||||
FindProperties(props);
|
||||
|
||||
m_MaterialEditor = materialEditor;
|
||||
|
||||
Material material = materialEditor.target as Material;
|
||||
|
||||
//
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
_Function_Foldout = Foldout(_Function_Foldout, "Function");
|
||||
|
||||
if (_Function_Foldout)
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
m_MaterialEditor.ShaderProperty(FMaskTex, "Mask");
|
||||
|
||||
|
||||
GUILayout.Space(5);
|
||||
|
||||
m_MaterialEditor.ShaderProperty(FDistortTex, "Distortion");
|
||||
GUILayout.Space(5);
|
||||
|
||||
m_MaterialEditor.ShaderProperty(FDissolveTex, "Dissolve");
|
||||
GUILayout.Space(5);
|
||||
|
||||
m_MaterialEditor.ShaderProperty(FFnl, "Fresnel");
|
||||
GUILayout.Space(5);
|
||||
m_MaterialEditor.ShaderProperty(FDepth, "Depth");
|
||||
GUILayout.Space(5);
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
//
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
_Base_Foldout = Foldout(_Base_Foldout, "Render");
|
||||
|
||||
if (_Base_Foldout)
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
GUILayout.Space(5);
|
||||
m_MaterialEditor.ShaderProperty(BlendMode, "Blend mode");
|
||||
if (material.GetFloat("_BlendMode") == 0)
|
||||
{
|
||||
material.SetFloat("_Scr", 5);
|
||||
material.SetFloat("_Dst", 10);
|
||||
}
|
||||
else
|
||||
{
|
||||
material.SetFloat("_Scr", 1);
|
||||
material.SetFloat("_Dst", 1);
|
||||
}
|
||||
GUILayout.Space(5);
|
||||
|
||||
m_MaterialEditor.ShaderProperty(CullMode, "Cull");
|
||||
GUILayout.Space(10);
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
//
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
|
||||
_Main_Foldout = Foldout(_Main_Foldout, "Main Texture");
|
||||
|
||||
if (_Main_Foldout)
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
|
||||
|
||||
|
||||
m_MaterialEditor.TexturePropertySingleLine(new GUIContent("Main Texture"), MainTex, MainColor);
|
||||
|
||||
GUILayout.Space(5);
|
||||
|
||||
if (MainTex.textureValue != null)
|
||||
{
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
m_MaterialEditor.TextureScaleOffsetProperty(MainTex);
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
GUILayout.Space(5);
|
||||
m_MaterialEditor.ShaderProperty(MainTexAR, "MainTexAR");
|
||||
|
||||
GUILayout.Space(5);
|
||||
m_MaterialEditor.ShaderProperty(CustomMainTex, "CustomMainTex");
|
||||
|
||||
GUILayout.Space(5);
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
m_MaterialEditor.ShaderProperty(MainTexUSpeed, "MainTexUSpeed");
|
||||
m_MaterialEditor.ShaderProperty(MainTexVSpeed, "MainTexVSpeed");
|
||||
EditorGUILayout.EndVertical();
|
||||
GUILayout.Space(5);
|
||||
}
|
||||
|
||||
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
|
||||
//
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
if (material.GetFloat("_FMaskTex") == 1)
|
||||
{
|
||||
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
_Mask_Foldout = Foldout(_Mask_Foldout, "Mask");
|
||||
|
||||
if (_Mask_Foldout)
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
m_MaterialEditor.TexturePropertySingleLine(new GUIContent("Mask Texture"), MaskTex);
|
||||
|
||||
GUILayout.Space(5);
|
||||
|
||||
if (MaskTex.textureValue != null)
|
||||
{
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
m_MaterialEditor.TextureScaleOffsetProperty(MaskTex);
|
||||
EditorGUILayout.EndVertical();
|
||||
GUILayout.Space(5);
|
||||
|
||||
m_MaterialEditor.ShaderProperty(MaskTexAR, "MaskTexAR");
|
||||
GUILayout.Space(5);
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
m_MaterialEditor.ShaderProperty(MaskTexUSpeed, "MaskTexUSpeed");
|
||||
m_MaterialEditor.ShaderProperty(MaskTexVSpeed, "MaskTexVSpeed");
|
||||
EditorGUILayout.EndVertical();
|
||||
GUILayout.Space(5);
|
||||
}
|
||||
|
||||
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
//
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
if (material.GetFloat("_FDistortTex") == 1)
|
||||
{
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
|
||||
_Distort_Foldout = Foldout(_Distort_Foldout, "Distortion");
|
||||
|
||||
if (_Distort_Foldout)
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
m_MaterialEditor.TexturePropertySingleLine(new GUIContent("Distortion Texture"), DistortTex);
|
||||
|
||||
GUILayout.Space(5);
|
||||
|
||||
if (DistortTex.textureValue != null)
|
||||
{
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
m_MaterialEditor.TextureScaleOffsetProperty(DistortTex);
|
||||
EditorGUILayout.EndVertical();
|
||||
GUILayout.Space(5);
|
||||
|
||||
m_MaterialEditor.ShaderProperty(DistortTexAR, "DistortTexAR");
|
||||
GUILayout.Space(5);
|
||||
m_MaterialEditor.ShaderProperty(DistortFactor, "DistortFactor");
|
||||
GUILayout.Space(5);
|
||||
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
m_MaterialEditor.ShaderProperty(DistortTexUSpeed, "DistortTexUSpeed");
|
||||
m_MaterialEditor.ShaderProperty(DistortTexVSpeed, "DistortTexVSpeed");
|
||||
EditorGUILayout.EndVertical();
|
||||
GUILayout.Space(5);
|
||||
|
||||
m_MaterialEditor.ShaderProperty(DistortMainTex, "DistortMainTex");
|
||||
GUILayout.Space(5);
|
||||
if (material.GetFloat("_FMaskTex") == 1)
|
||||
{
|
||||
m_MaterialEditor.ShaderProperty(DistortMaskTex, "DistortMaskTex");
|
||||
GUILayout.Space(5);
|
||||
}
|
||||
|
||||
if (material.GetFloat("_FDissolveTex") == 1)
|
||||
{
|
||||
m_MaterialEditor.ShaderProperty(DistortDissolveTex, "DistortDissolveTex");
|
||||
GUILayout.Space(5);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
if (material.GetFloat("_FDissolveTex") == 1)
|
||||
{
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
|
||||
_Dissolve_Foldout = Foldout(_Dissolve_Foldout, "Dissolve");
|
||||
|
||||
if (_Dissolve_Foldout)
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
m_MaterialEditor.TexturePropertySingleLine(new GUIContent("Dissolve Texture"), DissolveTex, DissolveColor);
|
||||
|
||||
GUILayout.Space(5);
|
||||
|
||||
if (DissolveTex.textureValue != null)
|
||||
{
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
m_MaterialEditor.TextureScaleOffsetProperty(DissolveTex);
|
||||
EditorGUILayout.EndVertical();
|
||||
GUILayout.Space(5);
|
||||
|
||||
m_MaterialEditor.ShaderProperty(DissolveTexAR, "DissolveTexAR");
|
||||
GUILayout.Space(5);
|
||||
|
||||
m_MaterialEditor.ShaderProperty(CustomDissolve, "CustomDissolve");
|
||||
GUILayout.Space(5);
|
||||
if (material.GetFloat("_CustomDissolve") == 0)
|
||||
{
|
||||
m_MaterialEditor.ShaderProperty(DissolveFactor, "DissolveFactor");
|
||||
GUILayout.Space(5);
|
||||
}
|
||||
m_MaterialEditor.ShaderProperty(DissolveSoft, "DissolveSoft");
|
||||
GUILayout.Space(5);
|
||||
m_MaterialEditor.ShaderProperty(DissolveWide, "DissolveWide");
|
||||
GUILayout.Space(5);
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
m_MaterialEditor.ShaderProperty(DissolveTexUSpeed, "DissolveTexUSpeed");
|
||||
m_MaterialEditor.ShaderProperty(DissolveTexVSpeed, "DissolveTexVSpeed");
|
||||
EditorGUILayout.EndVertical();
|
||||
GUILayout.Space(5);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
if (material.GetFloat("_FFnl") == 1)
|
||||
{
|
||||
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
_FNL_Foldout = Foldout(_FNL_Foldout, "Fresnel");
|
||||
|
||||
if (_FNL_Foldout)
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
m_MaterialEditor.ShaderProperty(ReFnl, "ReFresnel");
|
||||
GUILayout.Space(5);
|
||||
m_MaterialEditor.ShaderProperty(FnlScale, "FresnelScale");
|
||||
GUILayout.Space(5);
|
||||
m_MaterialEditor.ShaderProperty(FnlPower, "FresnelPower");
|
||||
GUILayout.Space(5);
|
||||
if (material.GetFloat("_ReFnl") == 0)
|
||||
{
|
||||
m_MaterialEditor.ShaderProperty(FnlColor, "Fresnel Color");
|
||||
GUILayout.Space(5);
|
||||
}
|
||||
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
|
||||
_Common_Foldout = Foldout(_Common_Foldout, "Alpha");
|
||||
|
||||
if (_Common_Foldout)
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
m_MaterialEditor.ShaderProperty(MainAlpha, "MainAlpha");
|
||||
GUILayout.Space(5);
|
||||
if (material.GetFloat("_FDepth") == 1)
|
||||
{
|
||||
m_MaterialEditor.ShaderProperty(DepthFade, "DepthFade");
|
||||
GUILayout.Space(5);
|
||||
|
||||
}
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
|
||||
GUI_Common(material);
|
||||
|
||||
|
||||
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
|
||||
|
||||
//
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
_Tips_Foldout = Foldout(_Tips_Foldout, "Tips");
|
||||
|
||||
if (_Tips_Foldout)
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
style.fontSize = 12;
|
||||
style.normal.textColor = new Color(0.5f, 0.5f, 0.5f);
|
||||
style.wordWrap = true;
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
GUILayout.Label(" 1.�����Զ�������ʱ��������uv2��������custom1.xyzw,������custom2.xyzw", style);
|
||||
|
||||
GUILayout.Space(5); GUILayout.Label(" 2.custom1.xy��������ͼuvƫ��", style);
|
||||
|
||||
GUILayout.Space(5); GUILayout.Label(" 3.custom1.z�����ܽ�̶�", style);
|
||||
|
||||
GUILayout.Space(10);
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
GUILayout.Label(" �������ɻ���è������", style);
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
|
||||
|
||||
void GUI_Common(Material material)
|
||||
{
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
{
|
||||
MaterialProperty[] props = { };
|
||||
base.OnGUI(m_MaterialEditor, props);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 112198d36b4d31b4686be5eba1746613
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d007c380aff196a4491731404a0d8ee0
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1ab31fd92ad73b04ba99c2a1918485ac
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3efcfcd4dad976247b9046fd48d5435c
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Binary file not shown.
@@ -0,0 +1,21 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f67e79804be90df4ab81548f1bbdb9e0
|
||||
IHVImageFormatImporter:
|
||||
externalObjects: {}
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: 1
|
||||
aniso: 1
|
||||
mipBias: 0
|
||||
wrapU: 0
|
||||
wrapV: 0
|
||||
wrapW: 0
|
||||
isReadable: 0
|
||||
sRGBTexture: 1
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
ignoreMipmapLimit: 0
|
||||
mipmapLimitGroupName:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Binary file not shown.
@@ -0,0 +1,21 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0b1888699c7c7fd46ac1b26341f11dc5
|
||||
IHVImageFormatImporter:
|
||||
externalObjects: {}
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: 1
|
||||
aniso: 1
|
||||
mipBias: 0
|
||||
wrapU: 0
|
||||
wrapV: 0
|
||||
wrapW: 0
|
||||
isReadable: 0
|
||||
sRGBTexture: 1
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
ignoreMipmapLimit: 0
|
||||
mipmapLimitGroupName:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Binary file not shown.
@@ -0,0 +1,21 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c86de752194c64f4fad585780d8d079c
|
||||
IHVImageFormatImporter:
|
||||
externalObjects: {}
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: 1
|
||||
aniso: 1
|
||||
mipBias: 0
|
||||
wrapU: 0
|
||||
wrapV: 0
|
||||
wrapW: 0
|
||||
isReadable: 0
|
||||
sRGBTexture: 1
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
ignoreMipmapLimit: 0
|
||||
mipmapLimitGroupName:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Binary file not shown.
@@ -0,0 +1,21 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 74bf16b831432254799bbe48a976815d
|
||||
IHVImageFormatImporter:
|
||||
externalObjects: {}
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: 1
|
||||
aniso: 1
|
||||
mipBias: 0
|
||||
wrapU: 0
|
||||
wrapV: 0
|
||||
wrapW: 0
|
||||
isReadable: 0
|
||||
sRGBTexture: 1
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
ignoreMipmapLimit: 0
|
||||
mipmapLimitGroupName:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Binary file not shown.
@@ -0,0 +1,21 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 57121578d0e644145b47f701fb188c4f
|
||||
IHVImageFormatImporter:
|
||||
externalObjects: {}
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: 1
|
||||
aniso: 1
|
||||
mipBias: 0
|
||||
wrapU: 0
|
||||
wrapV: 0
|
||||
wrapW: 0
|
||||
isReadable: 0
|
||||
sRGBTexture: 1
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
ignoreMipmapLimit: 0
|
||||
mipmapLimitGroupName:
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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||||
Binary file not shown.
@@ -0,0 +1,21 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d8ee82a91e354e14a8b095532abb38ee
|
||||
IHVImageFormatImporter:
|
||||
externalObjects: {}
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: 1
|
||||
aniso: 1
|
||||
mipBias: 0
|
||||
wrapU: 0
|
||||
wrapV: 0
|
||||
wrapW: 0
|
||||
isReadable: 0
|
||||
sRGBTexture: 1
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
ignoreMipmapLimit: 0
|
||||
mipmapLimitGroupName:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user