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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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// 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) | ||
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} | ||
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SubShader | ||
{ | ||
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Tags { "RenderType"="Transparent" "Queue"="Transparent" } | ||
LOD 100 | ||
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CGINCLUDE | ||
#pragma target 3.0 | ||
ENDCG | ||
Blend One One | ||
AlphaToMask Off | ||
Cull Back | ||
ColorMask RGBA | ||
ZWrite Off | ||
ZTest LEqual | ||
Offset 0 , 0 | ||
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Pass | ||
{ | ||
Name "Unlit" | ||
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CGPROGRAM | ||
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#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" | ||
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struct appdata | ||
{ | ||
float4 vertex : POSITION; | ||
float4 color : COLOR; | ||
float4 ase_texcoord : TEXCOORD0; | ||
UNITY_VERTEX_INPUT_INSTANCE_ID | ||
}; | ||
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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 | ||
}; | ||
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uniform sampler2D _MainTex; | ||
uniform float4 _MainTex_ST; | ||
uniform float4 _MainColor; | ||
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v2f vert ( appdata v ) | ||
{ | ||
v2f o; | ||
UNITY_SETUP_INSTANCE_ID(v); | ||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | ||
UNITY_TRANSFER_INSTANCE_ID(v, o); | ||
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o.ase_texcoord1.xy = v.ase_texcoord.xy; | ||
o.ase_color = v.color; | ||
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//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); | ||
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#ifdef ASE_NEEDS_FRAG_WORLD_POSITION | ||
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; | ||
#endif | ||
return o; | ||
} | ||
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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; | ||
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finalColor = ( tex2D( _MainTex, uv_MainTex ) * _MainColor * i.ase_color ); | ||
return finalColor; | ||
} | ||
ENDCG | ||
} | ||
} | ||
CustomEditor "ASEMaterialInspector" | ||
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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 |
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Original file line number | Diff line number | Diff line change |
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@@ -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) | ||
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} | ||
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||
SubShader | ||
{ | ||
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||
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||
Tags { "RenderType"="Transparent" "Queue"="Transparent" } | ||
LOD 100 | ||
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CGINCLUDE | ||
#pragma target 3.0 | ||
ENDCG | ||
Blend SrcAlpha OneMinusSrcAlpha | ||
AlphaToMask Off | ||
Cull Back | ||
ColorMask RGBA | ||
ZWrite Off | ||
ZTest LEqual | ||
Offset 0 , 0 | ||
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||
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||
|
||
Pass | ||
{ | ||
Name "Unlit" | ||
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||
CGPROGRAM | ||
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||
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||
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||
#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 | ||
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struct appdata | ||
{ | ||
float4 vertex : POSITION; | ||
float4 color : COLOR; | ||
float4 ase_texcoord : TEXCOORD0; | ||
UNITY_VERTEX_INPUT_INSTANCE_ID | ||
}; | ||
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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 | ||
}; | ||
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uniform sampler2D _MainTex; | ||
uniform float4 _MainTex_ST; | ||
uniform float4 _MainColor; | ||
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v2f vert ( appdata v ) | ||
{ | ||
v2f o; | ||
UNITY_SETUP_INSTANCE_ID(v); | ||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | ||
UNITY_TRANSFER_INSTANCE_ID(v, o); | ||
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o.ase_texcoord1.xy = v.ase_texcoord.xy; | ||
o.ase_color = v.color; | ||
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//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); | ||
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#ifdef ASE_NEEDS_FRAG_WORLD_POSITION | ||
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; | ||
#endif | ||
return o; | ||
} | ||
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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 ))); | ||
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finalColor = (appendResult6).xyzw; | ||
return finalColor; | ||
} | ||
ENDCG | ||
} | ||
} | ||
CustomEditor "ASEMaterialInspector" | ||
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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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