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152 行
4.6 KiB
152 行
4.6 KiB
Shader "Cracks"
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{
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Properties
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{
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[NonModifiableTextureData] Texture2D_Texture2D_CF0DB0B2_Uniform("Texture2D", 2D) = "white" {}
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[NonModifiableTextureData] Texture2D_Texture2D_D8FD66BB_Uniform("Texture2D", 2D) = "white" {}
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Color_Color_B59542C3_Uniform("Color", Color) = (0,0.201217,0.9411765,0)
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Vector1_Vector1_2852A57B_Uniform("Vector1", Float) = 2.75
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[NonModifiableTextureData] Texture2D_Texture2D_DF8FC6BF_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_CF0DB0B2_Uniform);
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UNITY_DECLARE_TEX2D(Texture2D_Texture2D_D8FD66BB_Uniform);
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float4 Color_Color_B59542C3_Uniform;
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float Vector1_Vector1_2852A57B_Uniform;
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UNITY_DECLARE_TEX2D(Texture2D_Texture2D_DF8FC6BF_Uniform);
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void Unity_UnpackNormal_float(float4 packedNormal, out float3 normal)
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{
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normal = UnpackNormal(packedNormal);
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}
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void Unity_DotProduct_float(float3 first, float3 second, out float result)
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{
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result = dot(first, second);
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}
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void Unity_Subtract_float(float first, float second, out float result)
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{
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result = first - second;
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}
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void Unity_Sin_float(float argument, out float result)
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{
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result = sin(argument);
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}
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void Unity_Add_float(float first, float second, out float result)
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{
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result = first + second;
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}
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void Unity_Multiply_float(float first, float second, out float result)
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{
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result = first * second;
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}
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void Unity_Pow_float(float first, float second, out float result)
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{
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result = pow(first, second);
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}
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void Unity_Multiply_float(float4 first, float4 second, out float4 result)
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{
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result = first * second;
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}
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void Unity_Pow_float(float4 first, float4 second, out float4 result)
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{
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result = pow(first, second);
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}
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void Unity_Add_float(float4 first, float4 second, out float4 result)
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{
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result = first + second;
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}
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void Unity_Subtract_float(float4 first, float4 second, out float4 result)
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{
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result = first - second;
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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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float3 worldNormal;
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INTERNAL_DATA
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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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float3 worldSpaceNormal = normalize(IN.worldNormal);
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float4 Sample2DTexture_CBB2AC98_rgba = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_CF0DB0B2_Uniform,uv0.xy);
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float4 Sample2DTexture_E4154D7A_rgba = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_D8FD66BB_Uniform,uv0.xy);
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float3 UnpackNormal_6C531D77_normal;
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Unity_UnpackNormal_float(Sample2DTexture_E4154D7A_rgba, UnpackNormal_6C531D77_normal);
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float DotProduct_EE0C09EE_result;
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Unity_DotProduct_float((UNITY_MATRIX_IT_MV [2].xyz.xyz), worldSpaceNormal, DotProduct_EE0C09EE_result);
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float Subtract_E13D23D8_result;
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Unity_Subtract_float(1, DotProduct_EE0C09EE_result, Subtract_E13D23D8_result);
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float Sin_727041A3_result;
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Unity_Sin_float(_Time.z, Sin_727041A3_result);
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float Add_4994C002_result;
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Unity_Add_float(Sin_727041A3_result, 2, Add_4994C002_result);
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float Multiply_A835CC27_result;
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Unity_Multiply_float(Vector1_Vector1_2852A57B_Uniform, Add_4994C002_result, Multiply_A835CC27_result);
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float Power_B6C405D6_result;
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Unity_Pow_float(Subtract_E13D23D8_result, Multiply_A835CC27_result, Power_B6C405D6_result);
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float4 Multiply_FC556C52_result;
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Unity_Multiply_float(Color_Color_B59542C3_Uniform, (Power_B6C405D6_result.xxxx), Multiply_FC556C52_result);
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float4 Sample2DTexture_9E83468E_rgba = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_DF8FC6BF_Uniform,uv0.xy);
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float4 Power_91C00DF5_result;
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Unity_Pow_float(Sample2DTexture_9E83468E_rgba, float4 (30,30,30,30), Power_91C00DF5_result);
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float4 Multiply_B90514AD_result;
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Unity_Multiply_float(Power_91C00DF5_result, _SinTime, Multiply_B90514AD_result);
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float4 Add_27E0B602_result;
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Unity_Add_float(Multiply_FC556C52_result, Multiply_B90514AD_result, Add_27E0B602_result);
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float4 Subtract_D747760F_result;
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Unity_Subtract_float(float4 (1,1,1,1), Sample2DTexture_9E83468E_rgba, Subtract_D747760F_result);
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o.Albedo = Sample2DTexture_CBB2AC98_rgba;
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o.Normal = UnpackNormal_6C531D77_normal;
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o.Normal += 1e-6;
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o.Emission = Add_27E0B602_result;
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o.Metallic = Sample2DTexture_9E83468E_rgba;
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o.Smoothness = Subtract_D747760F_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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