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 和 0 次删除
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24ShaderTemplates/Big.ShaderGraph.png
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59ShaderTemplates/Big.ShaderGraph.shader
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110ShaderTemplates/SplitCombine.ShaderGraph.png
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80ShaderTemplates/SplitCombine.ShaderGraph.shader
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Shader "Big" |
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{ |
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Properties |
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{ |
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} |
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SubShader |
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{ |
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Tags |
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{ |
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"RenderType"="Opaque" |
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"Queue"="Geometry" |
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} |
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Blend One Zero |
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Cull Back |
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ZTest LEqual |
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ZWrite On |
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LOD 200 |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma surface surf Standard vertex:vert |
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#pragma glsl |
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#pragma debug |
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struct Input |
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{ |
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float4 color : COLOR; |
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}; |
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void vert (inout appdata_full v, out Input o) |
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{ |
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UNITY_INITIALIZE_OUTPUT(Input,o); |
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} |
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void surf (Input IN, inout SurfaceOutputStandard o) |
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{ |
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} |
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ENDCG |
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} |
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FallBack "Diffuse" |
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CustomEditor "LegacyIlluminShaderGUI" |
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} |
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Shader "SplitCombine" |
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{ |
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Properties |
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{ |
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[NonModifiableTextureData] Texture2D_Texture2D_FCC444C7_Uniform("Texture2D", 2D) = "white" {} |
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} |
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SubShader |
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{ |
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Tags |
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{ |
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"RenderType"="Opaque" |
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"Queue"="Geometry" |
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} |
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Blend One Zero |
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Cull Back |
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ZTest LEqual |
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ZWrite On |
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LOD 200 |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma surface surf Standard vertex:vert |
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#pragma glsl |
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#pragma debug |
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UNITY_DECLARE_TEX2D(Texture2D_Texture2D_FCC444C7_Uniform); |
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void Unity_Combine_float(float first, float second, float third, float fourth, out float4 result) |
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result = float4(first, second, third, fourth); |
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} |
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struct Input |
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{ |
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float4 color : COLOR; |
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half4 meshUV0; |
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}; |
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void vert (inout appdata_full v, out Input o) |
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{ |
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UNITY_INITIALIZE_OUTPUT(Input,o); |
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o.meshUV0 = v.texcoord; |
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} |
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void surf (Input IN, inout SurfaceOutputStandard o) |
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{ |
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half4 uv0 = IN.meshUV0; |
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float4 Sample2DTexture_E81B6D9_RGBA = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_FCC444C7_Uniform,uv0.xy); |
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float Sample2DTexture_E81B6D9_R = Sample2DTexture_E81B6D9_RGBA.r; |
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float Sample2DTexture_E81B6D9_G = Sample2DTexture_E81B6D9_RGBA.g; |
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float Sample2DTexture_E81B6D9_B = Sample2DTexture_E81B6D9_RGBA.b; |
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float Sample2DTexture_E81B6D9_A = Sample2DTexture_E81B6D9_RGBA.a; |
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float Split_89C93FBB_R = Sample2DTexture_E81B6D9_RGBA[0]; |
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float Split_89C93FBB_G = Sample2DTexture_E81B6D9_RGBA[1]; |
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float Split_89C93FBB_B = Sample2DTexture_E81B6D9_RGBA[2]; |
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float Split_89C93FBB_A = Sample2DTexture_E81B6D9_RGBA[3]; |
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float4 Combine_4EFD61AA_result; |
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Unity_Combine_float(Split_89C93FBB_R, Split_89C93FBB_G, Split_89C93FBB_B, Split_89C93FBB_A, Combine_4EFD61AA_result); |
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o.Albedo = Combine_4EFD61AA_result; |
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} |
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ENDCG |
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} |
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FallBack "Diffuse" |
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CustomEditor "LegacyIlluminShaderGUI" |
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} |
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