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Shader templates for big and splitcombine

/main
Peter Bay Bastian 7 年前
当前提交
d32b390a
共有 4 个文件被更改,包括 273 次插入0 次删除
  1. 24
      ShaderTemplates/Big.ShaderGraph.png
  2. 59
      ShaderTemplates/Big.ShaderGraph.shader
  3. 110
      ShaderTemplates/SplitCombine.ShaderGraph.png
  4. 80
      ShaderTemplates/SplitCombine.ShaderGraph.shader

24
ShaderTemplates/Big.ShaderGraph.png

之前 之后
宽度: 256  |  高度: 256  |  大小: 13 KiB

59
ShaderTemplates/Big.ShaderGraph.shader


Shader "Big"
{
Properties
{
}
SubShader
{
Tags
{
"RenderType"="Opaque"
"Queue"="Geometry"
}
Blend One Zero
Cull Back
ZTest LEqual
ZWrite On
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)
{
}
ENDCG
}
FallBack "Diffuse"
CustomEditor "LegacyIlluminShaderGUI"
}

110
ShaderTemplates/SplitCombine.ShaderGraph.png

之前 之后
宽度: 256  |  高度: 256  |  大小: 30 KiB

80
ShaderTemplates/SplitCombine.ShaderGraph.shader


Shader "SplitCombine"
{
Properties
{
[NonModifiableTextureData] Texture2D_Texture2D_FCC444C7_Uniform("Texture2D", 2D) = "white" {}
}
SubShader
{
Tags
{
"RenderType"="Opaque"
"Queue"="Geometry"
}
Blend One Zero
Cull Back
ZTest LEqual
ZWrite On
LOD 200
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard vertex:vert
#pragma glsl
#pragma debug
UNITY_DECLARE_TEX2D(Texture2D_Texture2D_FCC444C7_Uniform);
void Unity_Combine_float(float first, float second, float third, float fourth, out float4 result)
{
result = float4(first, second, third, fourth);
}
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 Sample2DTexture_E81B6D9_RGBA = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_FCC444C7_Uniform,uv0.xy);
float Sample2DTexture_E81B6D9_R = Sample2DTexture_E81B6D9_RGBA.r;
float Sample2DTexture_E81B6D9_G = Sample2DTexture_E81B6D9_RGBA.g;
float Sample2DTexture_E81B6D9_B = Sample2DTexture_E81B6D9_RGBA.b;
float Sample2DTexture_E81B6D9_A = Sample2DTexture_E81B6D9_RGBA.a;
float Split_89C93FBB_R = Sample2DTexture_E81B6D9_RGBA[0];
float Split_89C93FBB_G = Sample2DTexture_E81B6D9_RGBA[1];
float Split_89C93FBB_B = Sample2DTexture_E81B6D9_RGBA[2];
float Split_89C93FBB_A = Sample2DTexture_E81B6D9_RGBA[3];
float4 Combine_4EFD61AA_result;
Unity_Combine_float(Split_89C93FBB_R, Split_89C93FBB_G, Split_89C93FBB_B, Split_89C93FBB_A, Combine_4EFD61AA_result);
o.Albedo = Combine_4EFD61AA_result;
}
ENDCG
}
FallBack "Diffuse"
CustomEditor "LegacyIlluminShaderGUI"
}
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