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162 行
5.5 KiB

Shader "Cracks"
{
Properties
{
[NonModifiableTextureData] Texture2D_Texture2D_CF0DB0B2_Uniform("Texture2D", 2D) = "white" {}
[NonModifiableTextureData] Texture2D_Texture2D_D8FD66BB_Uniform("Texture2D", 2D) = "white" {}
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);
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(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);
float Sample2DTexture_CBB2AC98_R = Sample2DTexture_CBB2AC98_RGBA.r;
float Sample2DTexture_CBB2AC98_G = Sample2DTexture_CBB2AC98_RGBA.g;
float Sample2DTexture_CBB2AC98_B = Sample2DTexture_CBB2AC98_RGBA.b;
float Sample2DTexture_CBB2AC98_A = Sample2DTexture_CBB2AC98_RGBA.a;
float4 Sample2DTexture_E4154D7A_RGBA = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_D8FD66BB_Uniform,uv0.xy);
float Sample2DTexture_E4154D7A_R = Sample2DTexture_E4154D7A_RGBA.r;
float Sample2DTexture_E4154D7A_G = Sample2DTexture_E4154D7A_RGBA.g;
float Sample2DTexture_E4154D7A_B = Sample2DTexture_E4154D7A_RGBA.b;
float Sample2DTexture_E4154D7A_A = Sample2DTexture_E4154D7A_RGBA.a;
float3 UnpackNormal_6C531D77_normal;
Unity_UnpackNormal_float(Sample2DTexture_E4154D7A_RGBA, UnpackNormal_6C531D77_normal);
float4 Color_Color_B59542C3_Uniform = float4 (0.04574043, 0.6029412, 0, 0);
// Subgraph for node SubGraph_36F1FBE3
float4 SubGraph_36F1FBE3_Output1 = 0;
{
float4 SubGraphInputs_6ACBBD95_Input1 = (Vector1_Vector1_2852A57B_Uniform.xxxx);
float DotProduct_10B07FF5_result;
Unity_DotProduct_float((UNITY_MATRIX_IT_MV [2].xyz.xyz), worldSpaceNormal, DotProduct_10B07FF5_result);
float Subtract_72198B00_result;
Unity_Subtract_float(1, DotProduct_10B07FF5_result, Subtract_72198B00_result);
float Sin_4FB6BE0D_result;
Unity_Sin_float(_Time.z, Sin_4FB6BE0D_result);
float Add_716D55BE_result;
Unity_Add_float(Sin_4FB6BE0D_result, 2, Add_716D55BE_result);
float4 Multiply_E986BCF2_result;
Unity_Multiply_float(SubGraphInputs_6ACBBD95_Input1, (Add_716D55BE_result.xxxx), Multiply_E986BCF2_result);
float4 Power_A9D71705_result;
Unity_Pow_float((Subtract_72198B00_result.xxxx), Multiply_E986BCF2_result, Power_A9D71705_result);
SubGraph_36F1FBE3_Output1 = Power_A9D71705_result;
}
// Subgraph ends
float4 Multiply_FC556C52_result;
Unity_Multiply_float(Color_Color_B59542C3_Uniform, SubGraph_36F1FBE3_Output1, Multiply_FC556C52_result);
float4 Sample2DTexture_9E83468E_RGBA = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_DF8FC6BF_Uniform,uv0.xy);
float Sample2DTexture_9E83468E_R = Sample2DTexture_9E83468E_RGBA.r;
float Sample2DTexture_9E83468E_G = Sample2DTexture_9E83468E_RGBA.g;
float Sample2DTexture_9E83468E_B = Sample2DTexture_9E83468E_RGBA.b;
float Sample2DTexture_9E83468E_A = Sample2DTexture_9E83468E_RGBA.a;
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"
}