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dynamic texture demo

/main
Florent Guinier 7 年前
当前提交
786455b2
共有 47 个文件被更改,包括 1197 次插入535 次删除
  1. 169
      MaterialGraphProject/Assets/GeneratedShader.shader
  2. 101
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/HelperShader.shader
  3. 6
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/HelperShader.shader.meta
  4. 6
      MaterialGraphProject/Assets/_MingWai/Scatter.ShaderGraph.meta
  5. 12
      MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/StandardShaderMat.mat
  6. 8
      MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Texture.asset
  7. 4
      MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Mat.mat
  8. 9
      MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo.meta
  9. 1
      MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/0-UnityLogo-Graph.ShaderGraph
  10. 29
      MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/0-UnityLogo-Mat.mat
  11. 44
      MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/0-UnityLogo-Texture.asset
  12. 1
      MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Graph.ShaderGraph
  13. 941
      MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/New Scene.unity
  14. 9
      MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/StandardShader.meta
  15. 1
      MaterialGraphProject/Assets/Florent/2Pass.ShaderGraph
  16. 9
      MaterialGraphProject/Assets/Florent/2Pass.ShaderGraph.meta
  17. 9
      MaterialGraphProject/Assets/Florent/2PassCustomTexture.asset.meta
  18. 9
      MaterialGraphProject/Assets/Florent/FirstPass.meta
  19. 9
      MaterialGraphProject/Assets/Florent/MaterialWith2PassTexture.mat.meta
  20. 25
      MaterialGraphProject/Assets/Florent/UnityEngine.MaterialGraph.ExportTextureMasterNode71166862-083a-4792-8c3a-4111b9dd9d37.mat
  21. 9
      MaterialGraphProject/Assets/Florent/UnityEngine.MaterialGraph.ExportTextureMasterNode71166862-083a-4792-8c3a-4111b9dd9d37.mat.meta
  22. 44
      MaterialGraphProject/Assets/Florent/2PassCustomTexture.asset
  23. 25
      MaterialGraphProject/Assets/Florent/UnityEngine.MaterialGraph.ExportTextureMasterNode71166862-083a-4792-8c3a-4111b9dd9d38.mat
  24. 9
      MaterialGraphProject/Assets/Florent/UnityEngine.MaterialGraph.ExportTextureMasterNode71166862-083a-4792-8c3a-4111b9dd9d38.mat.meta
  25. 25
      MaterialGraphProject/Assets/Florent/UnityEngine.MaterialGraph.ExportTextureMasterNode71166862-083a-4792-8c3a-4111b9dd9d39.mat
  26. 9
      MaterialGraphProject/Assets/Florent/UnityEngine.MaterialGraph.ExportTextureMasterNode71166862-083a-4792-8c3a-4111b9dd9d39.mat.meta
  27. 25
      MaterialGraphProject/Assets/Florent/UnityEngine.MaterialGraph.ExportTextureMasterNode71166862-083a-4792-8c3a-4111b9dd9d40.mat
  28. 9
      MaterialGraphProject/Assets/Florent/UnityEngine.MaterialGraph.ExportTextureMasterNode71166862-083a-4792-8c3a-4111b9dd9d40.mat.meta
  29. 29
      MaterialGraphProject/Assets/Florent/UnityEngine.MaterialGraph.ExportTextureMasterNode8e1be5fc-7506-4529-879d-f1ce8c5aab04.mat
  30. 9
      MaterialGraphProject/Assets/Florent/UnityEngine.MaterialGraph.ExportTextureMasterNode8e1be5fc-7506-4529-879d-f1ce8c5aab04.mat.meta
  31. 44
      MaterialGraphProject/Assets/_MingWai/New Custom Texture.asset
  32. 25
      MaterialGraphProject/Assets/_MingWai/Unlit_Wathever.mat
  33. 58
      MaterialGraphProject/Assets/_MingWai/Wathever.shader
  34. 10
      MaterialGraphProject/Assets/_MingWai/Wathever.shader.meta
  35. 0
      /MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/StandardShaderMat.mat
  36. 0
      /MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/0-UnityLogo-Graph.ShaderGraph.meta
  37. 0
      /MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/0-UnityLogo-Texture.asset.meta
  38. 0
      /MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/0-UnityLogo-Mat.mat.meta
  39. 0
      /MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/StandardShaderMat.mat.meta
  40. 0
      /MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Texture.asset
  41. 0
      /MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Texture.asset.meta
  42. 0
      /MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/New Scene.unity.meta
  43. 0
      /MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Graph.ShaderGraph.meta
  44. 0
      /MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Mat.mat
  45. 0
      /MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Mat.mat.meta

169
MaterialGraphProject/Assets/GeneratedShader.shader


Shader "Graph/Generated.MetallicMasterNode554b91b5-7a00-4f5f-b71a-f7729fcbdee8"
Shader "Generated.ExportTextureMasterNode31754f39-6eb9-4773-ae21-b2fca7f2fcde"
[NonModifiableTextureData] TextureAsset_8f4a8771_6c8f_4107_9c0b_83da34d57a9b_Uniform("TextureAsset", 2D) = "white" {}
SubShader
{
Tags
{
"RenderType"="Opaque"
"Queue"="Geometry"
}
SubShader
{
Tags { "Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque" }
ZWrite Off
Pass
{
CGPROGRAM
#include "UnityCustomRenderTexture.cginc"
#pragma vertex CustomRenderTextureVertexShader_Preview
#pragma fragment frag
#pragma target 4.0
v2f_customrendertexture CustomRenderTextureVertexShader_Preview(appdata_base IN)
{
v2f_customrendertexture OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.primitiveID = 0;//TODO
OUT.localTexcoord = IN.texcoord;
OUT.globalTexcoord = IN.texcoord;
OUT.direction = CustomRenderTextureComputeCubeDirection(OUT.globalTexcoord.xy);
return OUT;
}
Cull Back
ZTest LEqual
ZWrite On
inline void unity_Gradient_float (float v, out float4 finalColor, out float finalR, out float finalG, out float finalB, out float finalA)
{
float3 color0=float3(0.1176471,0.08960744,0.07439446);
float colorp0=0;
float3 color1=float3(0,0,0);
float colorp1=0.1147021;
float3 color2=float3(0.2132353,0.07766853,0);
float colorp2=0.2500038;
float3 color3=float3(0.6364486,0.2844907,0);
float colorp3=0.3764706;
float3 color4=float3(1,0.9310344,0);
float colorp4=0.5058824;
float3 color5=float3(1,1,1);
float colorp5=0.6529488;
float3 color6=float3(1,0.6413793,0);
float colorp6=0.7823606;
float3 color7=float3(0.4779412,0.353851,0.02811421);
float colorp7=1;
float3 gradcolor = color0;
float colorLerpPosition0=smoothstep(colorp0,colorp1,v);
gradcolor = lerp(gradcolor,color1,colorLerpPosition0);
float colorLerpPosition1=smoothstep(colorp1,colorp2,v);
gradcolor = lerp(gradcolor,color2,colorLerpPosition1);
float colorLerpPosition2=smoothstep(colorp2,colorp3,v);
gradcolor = lerp(gradcolor,color3,colorLerpPosition2);
float colorLerpPosition3=smoothstep(colorp3,colorp4,v);
gradcolor = lerp(gradcolor,color4,colorLerpPosition3);
float colorLerpPosition4=smoothstep(colorp4,colorp5,v);
gradcolor = lerp(gradcolor,color5,colorLerpPosition4);
float colorLerpPosition5=smoothstep(colorp5,colorp6,v);
gradcolor = lerp(gradcolor,color6,colorLerpPosition5);
float colorLerpPosition6=smoothstep(colorp6,colorp7,v);
gradcolor = lerp(gradcolor,color7,colorLerpPosition6);
float alpha0=1;
float alphap0=0;
float alpha1=1;
float alphap1=1;
float gradalpha = alpha0;
float alphaLerpPosition0=smoothstep(alphap0,alphap1,v);
gradalpha = lerp(gradalpha,alpha1,alphaLerpPosition0);
finalColor = float4(gradcolor,gradalpha);
finalR = finalColor.r;
finalG = finalColor.g;
finalB = finalColor.b;
finalA = finalColor.a;
}
LOD 200
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard vertex:vert
#pragma glsl
#pragma debug
#ifdef UNITY_COMPILER_HLSL
Texture2D TextureAsset_8f4a8771_6c8f_4107_9c0b_83da34d57a9b_Uniform;
#endif
float HeightToNormal_81cdd9a9_500d_41e2_9771_df274a2363bd_texOffset;
float HeightToNormal_81cdd9a9_500d_41e2_9771_df274a2363bd_strength;
#ifdef UNITY_COMPILER_HLSL
SamplerState my_linear_repeat_sampler;
#endif
float4 frag(v2f_customrendertexture IN) : COLOR
{
half4 uv0 = float4(IN.localTexcoord.xyz,1.0);
float4 UV_49a5272a_c49d_4f7e_94ba_3a2e27fcbed4_UV = uv0;
float4 Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalColor;
float Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalR;
float Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalG;
float Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalB;
float Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalA;
unity_Gradient_float (UV_49a5272a_c49d_4f7e_94ba_3a2e27fcbed4_UV, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalColor, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalR, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalG, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalB, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalA);
return Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalColor;
#ifdef UNITY_COMPILER_HLSL
#endif
inline void unity_HeightToNormal (Texture2D heightmap, float2 texCoord, float texOffset, float strength, out float3 normalRes)
{
float2 offsetU = float2(texCoord.x + texOffset, texCoord.y);
float2 offsetV = float2(texCoord.x, texCoord.y + texOffset);
float normalSample = 0;
float uSample = 0;
float vSample = 0;
normalSample = heightmap.Sample(my_linear_repeat_sampler, texCoord).r;
uSample = heightmap.Sample(my_linear_repeat_sampler, offsetU).r;
vSample = heightmap.Sample(my_linear_repeat_sampler, offsetV).r;
float uMinusNormal = uSample - normalSample;
float vMinusNormal = vSample - normalSample;
uMinusNormal = uMinusNormal * strength;
vMinusNormal = vMinusNormal * strength;
float3 va = float3(1, 0, uMinusNormal);
float3 vb = float3(0, 1, vMinusNormal);
normalRes = cross(va, vb);
}
ENDCG
struct Input
{
float4 color : COLOR;
half4 meshUV0;
};
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
o.meshUV0 = v.texcoord;
void surf (Input IN, inout SurfaceOutputStandard o)
{
half4 uv0 = IN.meshUV0;
float4 UV_de8d7b89_7b50_499d_aa73_0f2a725356e6_UV = uv0;
float3 HeightToNormal_81cdd9a9_500d_41e2_9771_df274a2363bd_normalRes;
#ifdef UNITY_COMPILER_HLSL
unity_HeightToNormal (TextureAsset_8f4a8771_6c8f_4107_9c0b_83da34d57a9b_Uniform, UV_de8d7b89_7b50_499d_aa73_0f2a725356e6_UV, HeightToNormal_81cdd9a9_500d_41e2_9771_df274a2363bd_texOffset, HeightToNormal_81cdd9a9_500d_41e2_9771_df274a2363bd_strength, HeightToNormal_81cdd9a9_500d_41e2_9771_df274a2363bd_normalRes);
#endif
o.Normal = HeightToNormal_81cdd9a9_500d_41e2_9771_df274a2363bd_normalRes;
o.Normal += 1e-6;
}
ENDCG
}
FallBack "Diffuse"
CustomEditor "LegacyIlluminShaderGUI"
}
Fallback Off
}

101
MaterialGraphProject/Assets/UnityShaderEditor/Editor/HelperShader.shader


Shader "Graph/UnityEngine.MaterialGraph.MetallicMasterNode68c240e8-1bfd-46d4-86b7-3459bc630675"
Shader "UnityEngine.MaterialGraph.ExportTextureMasterNode71166862-083a-4792-8c3a-4111b9dd9d37"
Texture_339414d4_3f08_4a60_b7de_60b5078454cd_Uniform("Texture", 2D) = "white" {}
SubShader
{
Tags
{
"RenderType"="Opaque"
"Queue"="Geometry"
}
SubShader
{
Tags { "Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque" }
ZWrite Off
Pass
{
CGPROGRAM
#include "UnityCustomRenderTexture.cginc"
#pragma vertex CustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 4.0
v2f_customrendertexture CustomRenderTextureVertexShader_Preview(appdata_base IN)
{
v2f_customrendertexture OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.primitiveID = 0;//TODO
OUT.localTexcoord = IN.texcoord;
OUT.globalTexcoord = IN.texcoord;
OUT.direction = CustomRenderTextureComputeCubeDirection(OUT.globalTexcoord.xy);
return OUT;
}
Cull Back
sampler2D Texture_339414d4_3f08_4a60_b7de_60b5078454cd_Uniform;
ZTest LEqual
ZWrite On
inline float3 unity_rgbtohsv_float (float3 arg1)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 P = lerp(float4(arg1.bg, K.wz), float4(arg1.gb, K.xy), step(arg1.b, arg1.g));
float4 Q = lerp(float4(P.xyw, arg1.r), float4(arg1.r, P.yzx), step(P.x, arg1.r));
float D = Q.x - min(Q.w, Q.y);
float E = 1e-10;
return float3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x);
}
inline float3 unity_hsvtorgb_float (float3 arg1)
{
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 P = abs(frac(arg1.xxx + K.xyz) * 6.0 - K.www);
return arg1.z * lerp(K.xxx, saturate(P - K.xxx), arg1.y);
}
LOD 200
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard vertex:vert
#pragma glsl
#pragma debug
struct Input
{
float4 color : COLOR;
};
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
float4 frag(v2f_customrendertexture IN) : COLOR
{
half4 uv0 = float4(IN.localTexcoord.xyz,1.0);
float4 Split_81de5761_6b38_4350_8ede_9db8ac1d98d0 = float4(_SinTime);
float4 Texture_339414d4_3f08_4a60_b7de_60b5078454cd = tex2D (Texture_339414d4_3f08_4a60_b7de_60b5078454cd_Uniform, uv0.xy);
float3 RGBtoHSV_6b42522c_e2df_4b64_8142_be2f5cf24530_Output = unity_rgbtohsv_float (Texture_339414d4_3f08_4a60_b7de_60b5078454cd);
float4 Split_42661a92_b299_44b2_a9ad_e7a76a22817c = float4(RGBtoHSV_6b42522c_e2df_4b64_8142_be2f5cf24530_Output, 1.0);
float4 Combine_8b3bcdf1_2eeb_4f31_a5ca_a4796ceb5066_Output = float4(Split_81de5761_6b38_4350_8ede_9db8ac1d98d0.r,Split_42661a92_b299_44b2_a9ad_e7a76a22817c.g,Split_42661a92_b299_44b2_a9ad_e7a76a22817c.b,0.0);
float3 HSVtoRGB_e30c457c_26fb_4e7c_847e_fb4e9cb55bb6_Output = unity_hsvtorgb_float (Combine_8b3bcdf1_2eeb_4f31_a5ca_a4796ceb5066_Output);
float Vector1_a551547a_ba15_43fe_8319_a5f8dc3c4362_Uniform = 1;
float4 Combine_97922ab7_d2fa_4422_aae7_10b1f82228da_Output = float4(HSVtoRGB_e30c457c_26fb_4e7c_847e_fb4e9cb55bb6_Output,Vector1_a551547a_ba15_43fe_8319_a5f8dc3c4362_Uniform);
return Combine_97922ab7_d2fa_4422_aae7_10b1f82228da_Output;
}
ENDCG
}
ENDCG
}
FallBack "Diffuse"
CustomEditor "LegacyIlluminShaderGUI"
}
Fallback Off
}

6
MaterialGraphProject/Assets/UnityShaderEditor/Editor/HelperShader.shader.meta


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12
MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/StandardShaderMat.mat


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m_ShaderKeywords:
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m_CustomRenderQueue: -1

m_Scale: {x: 1, y: 1}
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MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/0-UnityLogo-Graph.ShaderGraph
文件差异内容过多而无法显示
查看文件

29
MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/0-UnityLogo-Mat.mat


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941
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/MaterialGraphProject/Assets/Florent/FirstPass/New Scene.unity.meta → /MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/New Scene.unity.meta

/MaterialGraphProject/Assets/Florent/FirstPass/RealtimeUpdate.ShaderGraph.meta → /MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Graph.ShaderGraph.meta

/MaterialGraphProject/Assets/Florent/FirstPass/UnityEngine.MaterialGraph.ExportTextureMasterNodeeac16720-baa9-4e44-8ca0-c395445c4ed3.mat → /MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Mat.mat

/MaterialGraphProject/Assets/Florent/FirstPass/UnityEngine.MaterialGraph.ExportTextureMasterNodeeac16720-baa9-4e44-8ca0-c395445c4ed3.mat.meta → /MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Mat.mat.meta

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