您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
87 行
2.7 KiB
87 行
2.7 KiB
Shader "hidden/preview/Smoothstep_F2C698A4"
|
|
{
|
|
Properties
|
|
{
|
|
Float_BAE7EB71("Strength", Float) = 1
|
|
Float_21781ECA("Ref", Float) = 0
|
|
[HideInInspector] [NonModifiableTextureData] [NoScaleOffset] Texture_930E6693("9a61064b-169a-41ef-b682-771a60220772", 2D) = "white" {}
|
|
}
|
|
CGINCLUDE
|
|
#include "UnityCG.cginc"
|
|
void Unity_Smoothstep_float(float A, float B, float T, out float Out)
|
|
{
|
|
Out = smoothstep(A, B, T);
|
|
}
|
|
struct GraphVertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 normal : NORMAL;
|
|
float4 tangent : TANGENT;
|
|
float4 color : COLOR;
|
|
float4 texcoord0 : TEXCOORD0;
|
|
float4 lightmapUV : TEXCOORD1;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
struct SurfaceInputs{
|
|
};
|
|
struct SurfaceDescription{
|
|
float _Smoothstep_F2C698A4_Out;
|
|
};
|
|
void ScaleSurfaceDescription(inout SurfaceDescription surface, float scale){
|
|
surface._Smoothstep_F2C698A4_Out = scale * surface._Smoothstep_F2C698A4_Out;
|
|
};
|
|
void AddSurfaceDescription(inout SurfaceDescription base, in SurfaceDescription add){
|
|
base._Smoothstep_F2C698A4_Out = base._Smoothstep_F2C698A4_Out + add._Smoothstep_F2C698A4_Out;
|
|
};
|
|
float Float_BAE7EB71;
|
|
float Float_21781ECA;
|
|
UNITY_DECLARE_TEX2D(Texture_930E6693);
|
|
float _Smoothstep_F2C698A4_A;
|
|
float _Smoothstep_F2C698A4_B;
|
|
float _Smoothstep_F2C698A4_T;
|
|
GraphVertexInput PopulateVertexData(GraphVertexInput v){
|
|
return v;
|
|
}
|
|
SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) {
|
|
float _Smoothstep_F2C698A4_Out;
|
|
Unity_Smoothstep_float(_Smoothstep_F2C698A4_A, _Smoothstep_F2C698A4_B, _Smoothstep_F2C698A4_T, _Smoothstep_F2C698A4_Out);
|
|
SurfaceDescription surface = (SurfaceDescription)0;
|
|
surface._Smoothstep_F2C698A4_Out = _Smoothstep_F2C698A4_Out;
|
|
return surface;
|
|
}
|
|
ENDCG
|
|
SubShader
|
|
{
|
|
Tags { "RenderType"="Opaque" }
|
|
LOD 100
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#include "UnityCG.cginc"
|
|
struct GraphVertexOutput
|
|
{
|
|
float4 position : POSITION;
|
|
|
|
};
|
|
GraphVertexOutput vert (GraphVertexInput v)
|
|
{
|
|
v = PopulateVertexData(v);
|
|
GraphVertexOutput o;
|
|
o.position = UnityObjectToClipPos(v.vertex);
|
|
|
|
return o;
|
|
}
|
|
fixed4 frag (GraphVertexOutput IN) : SV_Target
|
|
{
|
|
|
|
SurfaceInputs surfaceInput = (SurfaceInputs)0;;
|
|
|
|
SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
|
|
return half4(surf._Smoothstep_F2C698A4_Out, surf._Smoothstep_F2C698A4_Out, surf._Smoothstep_F2C698A4_Out, 1.0);
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
}
|