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Add cracks graph for testing

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Tim Cooper 7 年前
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共有 4 个文件被更改,包括 544 次插入0 次删除
  1. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/Cracks.ShaderGraph
  2. 17
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/Cracks.ShaderGraph.meta
  3. 374
      ShaderTemplates/Cracks.ShaderGraph.png
  4. 152
      ShaderTemplates/Cracks.ShaderGraph.shader

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/Cracks.ShaderGraph
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17
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/Cracks.ShaderGraph.meta


fileFormatVersion: 2
guid: a8cb0d181b460aa4bac2693ce3bfc1ad
timeCreated: 1503150141
licenseType: Pro
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures:
- Texture2D_Texture2D_CF0DB0B2_Uniform: {fileID: 2800000, guid: 7296f51323ae9485a9c834c4e3d722ed,
type: 3}
- Texture2D_Texture2D_D8FD66BB_Uniform: {fileID: -931156776, guid: b69a7e88e13e24260acb38513f619ff2,
type: 3}
- Texture2D_Texture2D_DF8FC6BF_Uniform: {fileID: 2800000, guid: 9d64a9e7ca6864704ae6b8ca7afc9d85,
type: 3}
userData:
assetBundleName:
assetBundleVariant:

374
ShaderTemplates/Cracks.ShaderGraph.png

之前 之后
宽度: 256  |  高度: 256  |  大小: 89 KiB

152
ShaderTemplates/Cracks.ShaderGraph.shader


Shader "Cracks"
{
Properties
{
[NonModifiableTextureData] Texture2D_Texture2D_CF0DB0B2_Uniform("Texture2D", 2D) = "white" {}
[NonModifiableTextureData] Texture2D_Texture2D_D8FD66BB_Uniform("Texture2D", 2D) = "white" {}
Color_Color_B59542C3_Uniform("Color", Color) = (0,0.201217,0.9411765,0)
Vector1_Vector1_2852A57B_Uniform("Vector1", Float) = 2.75
[NonModifiableTextureData] Texture2D_Texture2D_DF8FC6BF_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_CF0DB0B2_Uniform);
UNITY_DECLARE_TEX2D(Texture2D_Texture2D_D8FD66BB_Uniform);
float4 Color_Color_B59542C3_Uniform;
float Vector1_Vector1_2852A57B_Uniform;
UNITY_DECLARE_TEX2D(Texture2D_Texture2D_DF8FC6BF_Uniform);
void Unity_UnpackNormal_float(float4 packedNormal, out float3 normal)
{
normal = UnpackNormal(packedNormal);
}
void Unity_DotProduct_float(float3 first, float3 second, out float result)
{
result = dot(first, second);
}
void Unity_Subtract_float(float first, float second, out float result)
{
result = first - second;
}
void Unity_Sin_float(float argument, out float result)
{
result = sin(argument);
}
void Unity_Add_float(float first, float second, out float result)
{
result = first + second;
}
void Unity_Multiply_float(float first, float second, out float result)
{
result = first * second;
}
void Unity_Pow_float(float first, float second, out float result)
{
result = pow(first, second);
}
void Unity_Multiply_float(float4 first, float4 second, out float4 result)
{
result = first * second;
}
void Unity_Pow_float(float4 first, float4 second, out float4 result)
{
result = pow(first, second);
}
void Unity_Add_float(float4 first, float4 second, out float4 result)
{
result = first + second;
}
void Unity_Subtract_float(float4 first, float4 second, out float4 result)
{
result = first - second;
}
struct Input
{
float4 color : COLOR;
half4 meshUV0;
float3 worldNormal;
INTERNAL_DATA
};
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;
float3 worldSpaceNormal = normalize(IN.worldNormal);
float4 Sample2DTexture_CBB2AC98_rgba = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_CF0DB0B2_Uniform,uv0.xy);
float4 Sample2DTexture_E4154D7A_rgba = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_D8FD66BB_Uniform,uv0.xy);
float3 UnpackNormal_6C531D77_normal;
Unity_UnpackNormal_float(Sample2DTexture_E4154D7A_rgba, UnpackNormal_6C531D77_normal);
float DotProduct_EE0C09EE_result;
Unity_DotProduct_float((UNITY_MATRIX_IT_MV [2].xyz.xyz), worldSpaceNormal, DotProduct_EE0C09EE_result);
float Subtract_E13D23D8_result;
Unity_Subtract_float(1, DotProduct_EE0C09EE_result, Subtract_E13D23D8_result);
float Sin_727041A3_result;
Unity_Sin_float(_Time.z, Sin_727041A3_result);
float Add_4994C002_result;
Unity_Add_float(Sin_727041A3_result, 2, Add_4994C002_result);
float Multiply_A835CC27_result;
Unity_Multiply_float(Vector1_Vector1_2852A57B_Uniform, Add_4994C002_result, Multiply_A835CC27_result);
float Power_B6C405D6_result;
Unity_Pow_float(Subtract_E13D23D8_result, Multiply_A835CC27_result, Power_B6C405D6_result);
float4 Multiply_FC556C52_result;
Unity_Multiply_float(Color_Color_B59542C3_Uniform, (Power_B6C405D6_result.xxxx), Multiply_FC556C52_result);
float4 Sample2DTexture_9E83468E_rgba = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_DF8FC6BF_Uniform,uv0.xy);
float4 Power_91C00DF5_result;
Unity_Pow_float(Sample2DTexture_9E83468E_rgba, float4 (30,30,30,30), Power_91C00DF5_result);
float4 Multiply_B90514AD_result;
Unity_Multiply_float(Power_91C00DF5_result, _SinTime, Multiply_B90514AD_result);
float4 Add_27E0B602_result;
Unity_Add_float(Multiply_FC556C52_result, Multiply_B90514AD_result, Add_27E0B602_result);
float4 Subtract_D747760F_result;
Unity_Subtract_float(float4 (1,1,1,1), Sample2DTexture_9E83468E_rgba, Subtract_D747760F_result);
o.Albedo = Sample2DTexture_CBB2AC98_rgba;
o.Normal = UnpackNormal_6C531D77_normal;
o.Normal += 1e-6;
o.Emission = Add_27E0B602_result;
o.Metallic = Sample2DTexture_9E83468E_rgba;
o.Smoothness = Subtract_D747760F_result;
}
ENDCG
}
FallBack "Diffuse"
CustomEditor "LegacyIlluminShaderGUI"
}
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