在此项目中,您能够访问使用 Visual Effect Graph 制作的示例场景和效果。
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

151 行
4.6 KiB

%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &-9168840018290652556
MonoBehaviour:
m_ObjectHideFlags: 11
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
version: 12
hdPluginSubTargetMaterialVersions:
m_Keys: []
m_Values:
--- !u!21 &2100000
Material:
serializedVersion: 6
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Burnt_Shader
m_Shader: {fileID: -6465566751694194690, guid: 9e586c58121a2ec4b8a12f16b2dea424,
type: 3}
m_ShaderKeywords: _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: 2475
stringTagMap:
MotionVector: User
RenderType: TransparentCutout
disabledShaderPasses:
- MOTIONVECTORS
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
- RayTracingPrepass
- ForwardEmissiveForDeferred
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- AO:
m_Texture: {fileID: 2800000, guid: 7282102f2bd9d224d8ae797f80c6bc1f, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- Base_Map:
m_Texture: {fileID: 2800000, guid: b54e8f2ea9ff35e46a2d03a95dc083ed, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- BurnTexture:
m_Texture: {fileID: 2800000, guid: af8edf011e1423348a4a2c4fb28dcf79, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- Mask:
m_Texture: {fileID: 2800000, guid: 74e6fb2a41fd8124c9f909add1690847, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- Normal:
m_Texture: {fileID: 2800000, guid: adaefba0ebc55c740b6463ea4c44c927, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _Texture2D:
m_Texture: {fileID: 2800000, guid: af8edf011e1423348a4a2c4fb28dcf79, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_Lightmaps:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_LightmapsInd:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_ShadowMasks:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- Burn: 0
- BurnIntensity: 8.3
- Color_Blend: 1
- Cutoff: -1.5
- Edge_Width: 0.097
- Smoothness: 1
- Threshold: 1
- Water: 3.41
- _AddPrecomputedVelocity: 0
- _AlphaCutoffEnable: 1
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
- _AlphaToMask: 0
- _AlphaToMaskInspectorValue: 0
- _BlendMode: 0
- _ConservativeDepthOffsetEnable: 0
- _CullMode: 2
- _CullModeForward: 2
- _DepthOffsetEnable: 0
- _DoubleSidedEnable: 0
- _DoubleSidedGIMode: 0
- _DoubleSidedNormalMode: 2
- _DstBlend: 0
- _EnableBlendModePreserveSpecularLighting: 1
- _EnableFogOnTransparent: 1
- _ForceForwardEmissive: 0
- _OpaqueCullMode: 2
- _RayTracing: 0
- _ReceivesSSR: 1
- _ReceivesSSRTransparent: 0
- _RefractionModel: 0
- _RenderQueueType: 1
- _RequireSplitLighting: 0
- _SrcBlend: 1
- _StencilRef: 0
- _StencilRefDepth: 8
- _StencilRefDistortionVec: 4
- _StencilRefGBuffer: 10
- _StencilRefMV: 40
- _StencilWriteMask: 6
- _StencilWriteMaskDepth: 8
- _StencilWriteMaskDistortionVec: 4
- _StencilWriteMaskGBuffer: 14
- _StencilWriteMaskMV: 40
- _SupportDecals: 1
- _SurfaceType: 0
- _TransparentBackfaceEnable: 0
- _TransparentCullMode: 2
- _TransparentDepthPostpassEnable: 0
- _TransparentDepthPrepassEnable: 0
- _TransparentSortPriority: 0
- _TransparentWritingMotionVec: 0
- _TransparentZWrite: 0
- _UseShadowThreshold: 0
- _ZTestDepthEqualForOpaque: 3
- _ZTestGBuffer: 3
- _ZTestTransparent: 4
- _ZWrite: 1
m_Colors:
- BurnColor: {r: 0.33962262, g: 0.12908371, b: 0.017621929, a: 0}
- Burn_Color: {r: 0.26415092, g: 0.09520161, b: 0, a: 0}
- EdgeColor: {r: 0.028301895, g: 0.028301895, b: 0.028301895, a: 0}
- Edge_Color: {r: 0.6792453, g: 0.30158955, b: 0.009611944, a: 0}
- WetColor: {r: 0.23584908, g: 0.083719306, b: 0.034487363, a: 0}
- _DoubleSidedConstants: {r: 1, g: 1, b: 1, a: 0}
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
m_BuildTextureStacks: []