Merge remote-tracking branch 'origin/develop' into implement_task_UI

# Conflicts:
#	Assets/PerfectWorld/Scripts/Move/CECPlayer.cs
#	Assets/Scripts/CECHostPlayer.cs
This commit is contained in:
MinhHai
2025-11-12 16:57:45 +07:00
182 changed files with 199688 additions and 1352 deletions
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using UnityEngine;
public class CircleMovement : MonoBehaviour
{
[Header("Movement Targets")]
public Transform baseCircle; // Assign "base circle" child here
public Transform left; // Assign "left" child here
public Transform right; // Assign "right" child here
[Header("Circle Settings (Base)")]
public float circleRadius = 5f;
public float circleSpeed = 1f; // Rotations per second
public float circleDuration = 5f; // How long to move before stopping (seconds)
public float circleDelay = 2f; // Delay before starting movement (seconds)
[Header("Spiral Settings (Left/Right)")]
public float spiralRadius = 5f;
public float spiralSpeed = 1f; // Rotations per second
public float spiralHeight = 5f; // How high to move up during spiral
public float spiralDuration = 5f; // How long to move before stopping (seconds)
public float spiralDelay = 2f; // Delay before starting movement (seconds)
private Vector3 baseCenter;
private Vector3 leftCenter;
private Vector3 rightCenter;
private float circleAngle = 0f;
private float spiralAngle = 0f;
private bool circleMoving = false;
private bool circleWaiting = false;
private float circleElapsedTime = 0f;
private float circleDelayTimer = 0f;
private bool spiralMoving = false;
private bool spiralWaiting = false;
private float spiralElapsedTime = 0f;
private float spiralDelayTimer = 0f;
void OnEnable()
{
// Store initial positions as center points
if (baseCircle != null)
baseCenter = baseCircle.position;
if (left != null)
{
leftCenter = left.position;
left.gameObject.SetActive(false); // Deactivate left
}
if (right != null)
{
rightCenter = right.position;
right.gameObject.SetActive(false); // Deactivate right
}
// Initialize circle movement
circleMoving = false;
circleWaiting = true;
circleAngle = 0f;
circleElapsedTime = 0f;
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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guid: 8d8c6f19e2485cd43996dfc3b82b36cb
folderAsset: yes
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externalObjects: {}
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:
+554
View File
@@ -0,0 +1,554 @@
using System;
using UnityEngine;
using UnityEditor;
#if UNITY_EDITOR
//һGUI
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.Զʱuv2custom1.xyzw,custom2.xyzw", style);
GUILayout.Space(5); GUILayout.Label(" 2.custom1.xyͼuvƫ", style);
GUILayout.Space(5); GUILayout.Label(" 3.custom1.z̶ܽ", style);
GUILayout.Space(10);
EditorGUILayout.EndVertical();
GUILayout.Label(" ɻè", style);
EditorGUI.indentLevel--;
}
EditorGUILayout.EndVertical();
}
void GUI_Common(Material material)
{
EditorGUI.BeginChangeCheck();
{
MaterialProperty[] props = { };
base.OnGUI(m_MaterialEditor, props);
}
}
}
#endif
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