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170 行
5.2 KiB

Shader "CustomRenderTexture/FireCube"
{
Properties
{
[NoScaleOffset] Texture_DE2106FD("Warp", 2D) = "white" {}
[NoScaleOffset] Texture_7008A0A3("Gradient", 2D) = "white" {}
Vector1_B70DB742("Speed", Float) = -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_DE2106FD); SAMPLER(samplerTexture_DE2106FD);
TEXTURE2D(Texture_7008A0A3); SAMPLER(samplerTexture_7008A0A3);
float Vector1_B70DB742;
void Unity_Normalize_float3(float3 In, out float3 Out)
{
Out = normalize(In);
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_Multiply_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out)
{
Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
struct SurfaceDescription {
float4 Color;
};
SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) {
SurfaceDescription surface = (SurfaceDescription)0;
float3 _CustomTextureUpdateData_76EB4F06_data = IN.direction;
float3 _Normalize_5E3DDC13_Out;
Unity_Normalize_float3(_CustomTextureUpdateData_76EB4F06_data, _Normalize_5E3DDC13_Out);
float _Split_1A08C2A_R = _Normalize_5E3DDC13_Out[0];
float _Split_1A08C2A_G = _Normalize_5E3DDC13_Out[1];
float _Split_1A08C2A_B = _Normalize_5E3DDC13_Out[2];
float _Split_1A08C2A_A = 0;
float4 _Combine_36670950_RGBA;
float3 _Combine_36670950_RGB;
float2 _Combine_36670950_RG;
Unity_Combine_float(0, _Time.y, 0, 0, _Combine_36670950_RGBA, _Combine_36670950_RGB, _Combine_36670950_RG);
float3 _CustomTextureUpdateData_C598D595_data = IN.localTexcoord;
float2 _Add_23D3A74F_Out;
Unity_Add_float2(_Combine_36670950_RG, (_CustomTextureUpdateData_C598D595_data.xy), _Add_23D3A74F_Out);
float4 _SampleTexture2D_44928D39_RGBA = SAMPLE_TEXTURE2D(Texture_DE2106FD, samplerTexture_DE2106FD, _Add_23D3A74F_Out);
float _SampleTexture2D_44928D39_R = _SampleTexture2D_44928D39_RGBA.r;
float _SampleTexture2D_44928D39_G = _SampleTexture2D_44928D39_RGBA.g;
float _SampleTexture2D_44928D39_B = _SampleTexture2D_44928D39_RGBA.b;
float _SampleTexture2D_44928D39_A = _SampleTexture2D_44928D39_RGBA.a;
float _Property_9E71C038_Out = Vector1_B70DB742;
float _Multiply_794EBB4D_Out;
Unity_Multiply_float(_SampleTexture2D_44928D39_R, _Property_9E71C038_Out, _Multiply_794EBB4D_Out);
float _Add_24C68C8E_Out;
Unity_Add_float(_Split_1A08C2A_G, _Multiply_794EBB4D_Out, _Add_24C68C8E_Out);
float _Remap_806149B5_Out;
Unity_Remap_float(_Add_24C68C8E_Out, float2 (0,0.5), float2 (1,0), _Remap_806149B5_Out);
float _Saturate_7D86D522_Out;
Unity_Saturate_float(_Remap_806149B5_Out, _Saturate_7D86D522_Out);
float _Lerp_47A88D7_Out;
Unity_Lerp_float(_Saturate_7D86D522_Out, 1, 0.5, _Lerp_47A88D7_Out);
float _Remap_D292502F_Out;
Unity_Remap_float(_Add_24C68C8E_Out, float2 (-0.75,0), float2 (0,1), _Remap_D292502F_Out);
float _Saturate_3BD360C0_Out;
Unity_Saturate_float(_Remap_D292502F_Out, _Saturate_3BD360C0_Out);
float _Multiply_11B2F691_Out;
Unity_Multiply_float(_Lerp_47A88D7_Out, _Saturate_3BD360C0_Out, _Multiply_11B2F691_Out);
float4 _Combine_20FA7893_RGBA;
float3 _Combine_20FA7893_RGB;
float2 _Combine_20FA7893_RG;
Unity_Combine_float(_Multiply_11B2F691_Out, 0, 0, 0, _Combine_20FA7893_RGBA, _Combine_20FA7893_RGB, _Combine_20FA7893_RG);
float4 _SampleTexture2D_85B25E49_RGBA = SAMPLE_TEXTURE2D(Texture_7008A0A3, samplerTexture_7008A0A3, _Combine_20FA7893_RG);
float _SampleTexture2D_85B25E49_R = _SampleTexture2D_85B25E49_RGBA.r;
float _SampleTexture2D_85B25E49_G = _SampleTexture2D_85B25E49_RGBA.g;
float _SampleTexture2D_85B25E49_B = _SampleTexture2D_85B25E49_RGBA.b;
float _SampleTexture2D_85B25E49_A = _SampleTexture2D_85B25E49_RGBA.a;
surface.Color = _SampleTexture2D_85B25E49_RGBA;
return surface;
}
float4 frag(v2f_customrendertexture IN) : COLOR
{
SurfaceInputs surfaceInput = ConvertV2FToSurfaceInputs(IN);
SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
return surf.Color;
}
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
}