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[重要更新] 同步至 v1.8.7 preview版,新增全部 个人制作 分类的URP版shader
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Soung2279 authored Dec 29, 2023
1 parent 1a403b0 commit 79f6204
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Showing 15 changed files with 13,088 additions and 0 deletions.
1,460 changes: 1,460 additions & 0 deletions URP/LTY_shader_ALL3.0_URP.shader

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861 changes: 861 additions & 0 deletions URP/Soung_All_in_One.shader

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1,788 changes: 1,788 additions & 0 deletions URP/Soung_AutoGlitch.shader

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140 changes: 140 additions & 0 deletions URP/Soung_BaseAdd.shader
Original file line number Diff line number Diff line change
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// Made with Amplify Shader Editor v1.9.1.5
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "A201-Shader/个人制作/基础Addtive"
{
Properties
{
_MainTex("贴图", 2D) = "white" {}
[HDR]_MainColor("颜色", Color) = (1,1,1,1)

}

SubShader
{


Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100

CGINCLUDE
#pragma target 3.0
ENDCG
Blend One One
AlphaToMask Off
Cull Back
ColorMask RGBA
ZWrite Off
ZTest LEqual
Offset 0 , 0



Pass
{
Name "Unlit"

CGPROGRAM



#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"


struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};

struct v2f
{
float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 worldPos : TEXCOORD0;
#endif
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};

uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float4 _MainColor;


v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);

o.ase_texcoord1.xy = v.ase_texcoord.xy;
o.ase_color = v.color;

//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord1.zw = 0;
float3 vertexValue = float3(0, 0, 0);
#if ASE_ABSOLUTE_VERTEX_POS
vertexValue = v.vertex.xyz;
#endif
vertexValue = vertexValue;
#if ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
o.vertex = UnityObjectToClipPos(v.vertex);

#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
#endif
return o;
}

fixed4 frag (v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 finalColor;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 WorldPosition = i.worldPos;
#endif
float2 uv_MainTex = i.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw;


finalColor = ( tex2D( _MainTex, uv_MainTex ) * _MainColor * i.ase_color );
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"

Fallback "Particles/Standard Unlit"
}
/*ASEBEGIN
Version=19105
Node;AmplifyShaderEditor.SamplerNode;1;-325.9988,-9.948395;Inherit;True;Property;_MainTex;贴图;0;0;Create;False;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TextureCoordinatesNode;2;-528.9988,14.05161;Inherit;False;0;1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.VertexColorNode;4;-197.9988,348.0516;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;5;-4.998779,160.0516;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.ColorNode;3;-238.9988,179.0516;Inherit;False;Property;_MainColor;颜色;1;1;[HDR];Create;False;0;0;0;False;0;False;1,1,1,1;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;120,160;Float;False;True;-1;2;ASEMaterialInspector;100;5;A201-Shader/个人制作/基础Addtive;0770190933193b94aaa3065e307002fa;True;Unlit;0;0;Unlit;2;True;True;4;1;False;;1;False;;0;1;False;;0;False;;True;0;False;;0;False;;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;True;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;2;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;2;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;0;Particles/Standard Unlit;0;0;Standard;1;Vertex Position,InvertActionOnDeselection;1;0;0;1;True;False;;False;0
WireConnection;1;1;2;0
WireConnection;5;0;1;0
WireConnection;5;1;3;0
WireConnection;5;2;4;0
WireConnection;0;0;5;0
ASEEND*/
//CHKSM=BCA08ECCC03CBD5B835A8EC4F019B542D4D5C816
154 changes: 154 additions & 0 deletions URP/Soung_BaseAlphaBlend.shader
Original file line number Diff line number Diff line change
@@ -0,0 +1,154 @@
// Made with Amplify Shader Editor v1.9.1.5
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "A201-Shader/个人制作/基础AlphaBlend"
{
Properties
{
_MainTex("贴图", 2D) = "white" {}
[HDR]_MainColor("颜色", Color) = (1,1,1,1)

}

SubShader
{


Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100

CGINCLUDE
#pragma target 3.0
ENDCG
Blend SrcAlpha OneMinusSrcAlpha
AlphaToMask Off
Cull Back
ColorMask RGBA
ZWrite Off
ZTest LEqual
Offset 0 , 0



Pass
{
Name "Unlit"

CGPROGRAM



#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#define ASE_NEEDS_FRAG_COLOR


struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};

struct v2f
{
float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 worldPos : TEXCOORD0;
#endif
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};

uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float4 _MainColor;


v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);

o.ase_texcoord1.xy = v.ase_texcoord.xy;
o.ase_color = v.color;

//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord1.zw = 0;
float3 vertexValue = float3(0, 0, 0);
#if ASE_ABSOLUTE_VERTEX_POS
vertexValue = v.vertex.xyz;
#endif
vertexValue = vertexValue;
#if ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
o.vertex = UnityObjectToClipPos(v.vertex);

#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
#endif
return o;
}

fixed4 frag (v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 finalColor;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 WorldPosition = i.worldPos;
#endif
float2 uv_MainTex = i.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex );
float4 appendResult6 = (float4((( tex2DNode1 * _MainColor * i.ase_color )).rgb , ( tex2DNode1.a * _MainColor.a * i.ase_color.a )));


finalColor = (appendResult6).xyzw;
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"

Fallback "Mobile/Particles/Alpha Blended"
}
/*ASEBEGIN
Version=19105
Node;AmplifyShaderEditor.SamplerNode;1;-450.9988,-8.948395;Inherit;True;Property;_MainTex;贴图;0;0;Create;False;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TextureCoordinatesNode;2;-653.9988,15.05161;Inherit;False;0;1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.VertexColorNode;4;-322.9988,349.0516;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;3;-363.9988,180.0516;Inherit;False;Property;_MainColor;颜色;1;1;[HDR];Create;False;0;0;0;False;0;False;1,1,1,1;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;5;-120.9988,161.0516;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.ComponentMaskNode;7;8.00061,157.5516;Inherit;False;True;True;True;False;1;0;COLOR;0,0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.DynamicAppendNode;6;194.0006,163.5516;Inherit;True;FLOAT4;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;8;-36.99939,396.5516;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ComponentMaskNode;9;406.0006,159.5516;Inherit;False;True;True;True;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;587,165;Float;False;True;-1;2;ASEMaterialInspector;100;5;A201-Shader/个人制作/基础AlphaBlend;0770190933193b94aaa3065e307002fa;True;Unlit;0;0;Unlit;2;True;True;2;5;False;;10;False;;0;1;False;;0;False;;True;0;False;;0;False;;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;True;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;2;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;2;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;0;Mobile/Particles/Alpha Blended;0;0;Standard;1;Vertex Position,InvertActionOnDeselection;1;0;0;1;True;False;;False;0
WireConnection;1;1;2;0
WireConnection;5;0;1;0
WireConnection;5;1;3;0
WireConnection;5;2;4;0
WireConnection;7;0;5;0
WireConnection;6;0;7;0
WireConnection;6;3;8;0
WireConnection;8;0;1;4
WireConnection;8;1;3;4
WireConnection;8;2;4;4
WireConnection;9;0;6;0
WireConnection;0;0;9;0
ASEEND*/
//CHKSM=11CE487FD1F7A30FBEBE5B00FA1E82F9F7EE2980
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