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248 行
8.8 KiB

Shader "Hologram"
{
Properties
{
[NoScaleOffset] Texture_A7830126("Texture", 2D) = "white" {}
Vector1_59D367DF("Speed", Float) = 1
Vector1_9E53E34E("Brightness", Range(0, 1)) = 0.2
}
SubShader
{
Pass
{
Lighting Off
Blend One Zero
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
HLSLEND
HLSLPROGRAM
#include "ShaderGraphLibrary/UnityCustomRenderTexture.hlsl"
#pragma vertex CustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 3.0
float4 SRGBToLinear( float4 c ) { return c; }
float3 SRGBToLinear( float3 c ) { return c; }
struct SurfaceInputs
{
// update input values
float3 localTexcoord;
float3 globalTexcoord;
uint primitiveID;
float3 direction;
};
SurfaceInputs ConvertV2FToSurfaceInputs( v2f_customrendertexture IN )
{
SurfaceInputs o;
o.localTexcoord = IN.localTexcoord;
o.globalTexcoord = IN.globalTexcoord;
o.primitiveID = IN.primitiveID;
o.direction = IN.direction;
return o;
}
TEXTURE2D(Texture_A7830126); SAMPLER(samplerTexture_A7830126);
float Vector1_59D367DF;
float Vector1_9E53E34E;
SAMPLER(SamplerState_Linear_Clamp_sampler);
void Unity_Modulo_float(float A, float B, out float Out)
{
Out = fmod(A, B);
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
void Unity_Multiply_float (float3 A, float3 B, out float3 Out)
{
Out = A * B;
}
void Unity_Add_float3(float3 A, float3 B, out float3 Out)
{
Out = A + B;
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Absolute_float(float In, out float Out)
{
Out = abs(In);
}
void Unity_Multiply_float (float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_OneMinus_float(float In, out float Out)
{
Out = 1 - In;
}
void Unity_Rotate_Radians_float(float2 UV, float2 Center, float Rotation, out float2 Out)
{
//rotation matrix
UV -= Center;
float s = sin(Rotation);
float c = cos(Rotation);
//center rotation matrix
float2x2 rMatrix = float2x2(c, -s, s, c);
rMatrix *= 0.5;
rMatrix += 0.5;
rMatrix = rMatrix*2 - 1;
//multiply the UVs by the rotation matrix
UV.xy = mul(UV.xy, rMatrix);
UV += Center;
Out = UV;
}
void Unity_Multiply_float (float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_Power_float(float A, float B, out float Out)
{
Out = pow(A, B);
}
struct SurfaceDescription{
float4 Color;
};
SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) {
SurfaceDescription surface = (SurfaceDescription)0;
float3 _CustomTextureUpdateData_5D9CFE11_data = IN.localTexcoord;
float _Property_37780923_Out = Vector1_59D367DF;
float _Modulo_6ED8ED3C_Out;
Unity_Modulo_float(_Time.y, _Property_37780923_Out, _Modulo_6ED8ED3C_Out);
float _Divide_F4C03485_Out;
Unity_Divide_float(_Modulo_6ED8ED3C_Out, _Property_37780923_Out, _Divide_F4C03485_Out);
float _Lerp_181A3043_Out;
Unity_Lerp_float(2, 1, _Divide_F4C03485_Out, _Lerp_181A3043_Out);
float3 _Multiply_B979F1C0_Out;
Unity_Multiply_float(_CustomTextureUpdateData_5D9CFE11_data, (_Lerp_181A3043_Out.xxx), _Multiply_B979F1C0_Out);
float _Lerp_1F8280A4_Out;
Unity_Lerp_float(-0.5, 0, _Divide_F4C03485_Out, _Lerp_1F8280A4_Out);
float3 _Add_94E96FC9_Out;
Unity_Add_float3(_Multiply_B979F1C0_Out, (_Lerp_1F8280A4_Out.xxx), _Add_94E96FC9_Out);
float4 _SampleTexture2D_94E71B54_RGBA = SAMPLE_TEXTURE2D(Texture_A7830126, SamplerState_Linear_Clamp_sampler, (_Add_94E96FC9_Out.xy));
float _SampleTexture2D_94E71B54_R = _SampleTexture2D_94E71B54_RGBA.r;
float _SampleTexture2D_94E71B54_G = _SampleTexture2D_94E71B54_RGBA.g;
float _SampleTexture2D_94E71B54_B = _SampleTexture2D_94E71B54_RGBA.b;
float _SampleTexture2D_94E71B54_A = _SampleTexture2D_94E71B54_RGBA.a;
float _Add_BC479BBC_Out;
Unity_Add_float(_Divide_F4C03485_Out, -0.5, _Add_BC479BBC_Out);
float _Absolute_DFE47D9A_Out;
Unity_Absolute_float(_Add_BC479BBC_Out, _Absolute_DFE47D9A_Out);
float _Multiply_D877F5A4_Out;
Unity_Multiply_float(_Absolute_DFE47D9A_Out, 2, _Multiply_D877F5A4_Out);
float _Saturate_6D4AC1F8_Out;
Unity_Saturate_float(_Multiply_D877F5A4_Out, _Saturate_6D4AC1F8_Out);
float _OneMinus_17F7CA1D_Out;
Unity_OneMinus_float(_Saturate_6D4AC1F8_Out, _OneMinus_17F7CA1D_Out);
float _Multiply_874D00CF_Out;
Unity_Multiply_float(_SampleTexture2D_94E71B54_R, _OneMinus_17F7CA1D_Out, _Multiply_874D00CF_Out);
float3 _CustomTextureUpdateData_72D97F40_data = IN.localTexcoord;
float2 _Rotate_F182630C_Out;
Unity_Rotate_Radians_float((_CustomTextureUpdateData_72D97F40_data.xy), float2 (0.5,0.5), 2, _Rotate_F182630C_Out);
float _Multiply_9C01B902_Out;
Unity_Multiply_float(_Property_37780923_Out, 0.5, _Multiply_9C01B902_Out);
float _Add_38BB8851_Out;
Unity_Add_float(_Time.y, _Multiply_9C01B902_Out, _Add_38BB8851_Out);
float _Modulo_A8F7E78B_Out;
Unity_Modulo_float(_Add_38BB8851_Out, _Property_37780923_Out, _Modulo_A8F7E78B_Out);
float _Divide_8AFE3E78_Out;
Unity_Divide_float(_Modulo_A8F7E78B_Out, _Property_37780923_Out, _Divide_8AFE3E78_Out);
float _Lerp_B00BD9B1_Out;
Unity_Lerp_float(2, 1, _Divide_8AFE3E78_Out, _Lerp_B00BD9B1_Out);
float2 _Multiply_4ED78CBA_Out;
Unity_Multiply_float(_Rotate_F182630C_Out, (_Lerp_B00BD9B1_Out.xx), _Multiply_4ED78CBA_Out);
float _Lerp_4C971ACF_Out;
Unity_Lerp_float(-0.5, 0, _Divide_8AFE3E78_Out, _Lerp_4C971ACF_Out);
float2 _Add_D3231A86_Out;
Unity_Add_float2(_Multiply_4ED78CBA_Out, (_Lerp_4C971ACF_Out.xx), _Add_D3231A86_Out);
float4 _SampleTexture2D_9F2549F2_RGBA = SAMPLE_TEXTURE2D(Texture_A7830126, SamplerState_Linear_Clamp_sampler, _Add_D3231A86_Out);
float _SampleTexture2D_9F2549F2_R = _SampleTexture2D_9F2549F2_RGBA.r;
float _SampleTexture2D_9F2549F2_G = _SampleTexture2D_9F2549F2_RGBA.g;
float _SampleTexture2D_9F2549F2_B = _SampleTexture2D_9F2549F2_RGBA.b;
float _SampleTexture2D_9F2549F2_A = _SampleTexture2D_9F2549F2_RGBA.a;
float _Add_FAD1AE08_Out;
Unity_Add_float(_Divide_8AFE3E78_Out, -0.5, _Add_FAD1AE08_Out);
float _Absolute_114085C8_Out;
Unity_Absolute_float(_Add_FAD1AE08_Out, _Absolute_114085C8_Out);
float _Multiply_220B2686_Out;
Unity_Multiply_float(_Absolute_114085C8_Out, 2, _Multiply_220B2686_Out);
float _Saturate_A8EC61E8_Out;
Unity_Saturate_float(_Multiply_220B2686_Out, _Saturate_A8EC61E8_Out);
float _OneMinus_CF548D0B_Out;
Unity_OneMinus_float(_Saturate_A8EC61E8_Out, _OneMinus_CF548D0B_Out);
float _Multiply_26270506_Out;
Unity_Multiply_float(_SampleTexture2D_9F2549F2_R, _OneMinus_CF548D0B_Out, _Multiply_26270506_Out);
float _Add_68A45C88_Out;
Unity_Add_float(_Multiply_874D00CF_Out, _Multiply_26270506_Out, _Add_68A45C88_Out);
float _Property_5404FC99_Out = Vector1_9E53E34E;
float _Lerp_2E1D7AA4_Out;
Unity_Lerp_float(_Add_68A45C88_Out, 1, _Property_5404FC99_Out, _Lerp_2E1D7AA4_Out);
float _Power_92E0BCD5_Out;
Unity_Power_float(_Lerp_2E1D7AA4_Out, 0.3, _Power_92E0BCD5_Out);
surface.Color = (_Power_92E0BCD5_Out.xxxx);
return surface;
}
float4 frag(v2f_customrendertexture IN) : COLOR
{
SurfaceInputs surfaceInput = ConvertV2FToSurfaceInputs(IN);
SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
return surf.Color;
}
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
}