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  1. Shader "SaberShad/MainRoleProHologram"
  2. {
  3. Properties
  4. {
  5. // 全息效果
  6. [HDR]_HologramColor("Hologram Color", Color) = (1, 1, 1, 0)
  7. _HologramAlpha("Hologram Alpha", Range(0.0, 1.0)) = 1.0
  8. _HologramGlitchMap("Hologram Glitch Map", 2D) = "white"{}
  9. // 全息颜色故障效果
  10. [Toggle] _HologramColorGlitchTog("Enable Hologram Color Glitch", Float) = 0
  11. _HologramColorGlitch("Hologram Color Glitch", Range(0.0, 1.0)) = 0.5
  12. _HologramColorGlitchData("Hologram Color Glitch Data", Vector) = (1, 1, 0, 0)
  13. _HologramColorGlitchMin("Hologram Color Glitch Min", Range(0.0, 1.0)) = 0.5
  14. // 全息菲涅尔
  15. _FresnelScale("Fresnel Scale", Float) = 1
  16. _FresnelPower("Fresnel Power", Float) = 2
  17. _FresnelAlphaScale("Fresnel Alpha Scale", Float) = 1
  18. _FresnelAlphaPower("Fresnel Alpha Power", Float) = 2
  19. // 扫描线
  20. _HologramLine1("HologramLine1", 2D) = "white" {}
  21. _HologramLine1Speed("Hologram Line1 Speed", Range(-10.0, 10.0)) = 1.0
  22. _HologramLine1Frequency("Hologram Line1 Frequency", Range(0.0, 100.0)) = 20.0
  23. _HologramLine1Alpha("Hologram Line 1 Alpha", Range(0.0, 1.0)) = 0.15
  24. [Toggle(_USE_SCANLINE2)]_HologramLine2Tog("Hologram Line2 Toggle", float) = 0.0
  25. _HologramLine2("HologramLine2", 2D) = "white" {}
  26. _HologramLine2Speed("Hologram Line2 Speed", Range(-10.0, 10.0)) = 1.0
  27. _HologramLine2Frequency("Hologram Line2 Frequency", Range(0.0, 100.0)) = 20.0
  28. _HologramLine2Alpha("Hologram Line 2 Alpha", Range(0.0, 1.0)) = 0.15
  29. _HologramGliterData1("Hologram Gliter Data1", Vector) = (0, 1, 0, 0) // 全息抖动参数设置,x代表速度,y代表抖动范围,z代表抖动偏移量,w代表频率(0~0.99)
  30. _HologramGliterData2("Hologram Gliter Data2", Vector) = (0, 1, 0, 0) // 全息抖动参数设置,x代表速度,y代表抖动范围,z代表抖动偏移量,w代表频率(0~0.99)
  31. // 颗粒效果
  32. _HologramGrainData("Hologram Grain Data", Vector) = (50, 50, 0, 0)
  33. _HologramGrainSpeed("Hologram Grain Speed", Float) = 1.0
  34. _HologramGrainAffect("Hologram Grain Affect", Range(0 , 1)) = 1
  35. // 主纹理充当颜色蒙版
  36. _HologramMaskMap("Hologram Mask", 2D) = "white"{}
  37. _HologramMaskAffect("Hologram Mask Affect", Range(0.0, 1.0)) = 0.5
  38. [Enum(X, 0, Y, 1, Z, 2)] _HologramMaskUseAxis("Hologram Mask Use Axis", Float) = 0.0
  39. _HologramYMask("Hologram Y Mask", Range(-2, 2)) = 0
  40. // 溶解效果主要参数
  41. [Toggle(_USE_DISSOLVE_EFFECT)] _DissolveToggle("Dissolve Enable", Float) = 1.0
  42. [Toggle(_USE_DISSOLVE_MAP)] _DissolveMapToggle("Use Dissolve Map", Float) = 1.0
  43. _DissolveMap("DissolveMap", 2D) = "white"{}
  44. _DissolveThreshold("Dissolve Threshold", Range(0,1)) = 0.7
  45. [HDR]_DissolveFadeInColor("Dissolve Fade In Color", Color) = (1,1,1,1)
  46. _DissolveFadeInThreshold("Dissolve Fade In Threshold", Range(0,1)) = 0
  47. [HDR]_DissolveFadeMidColor("Dissolve Fade Mid Color", Color) = (0,0,0,0)
  48. _DissolveFadeMidThreshold("Dissolve Fade Mid Threshold", Range(0,1)) = 0.8
  49. [HDR]_DissolveFadeOutColor("Dissolve Fade Out Color", Color) = (1,1,1,1)
  50. _DissolveFadeOutThreshold("Dissolve Fade Out Threshold", Range(0,1)) = 0.8
  51. }
  52. SubShader
  53. {
  54. Tags{"Queue" = "Transparent" "RenderType" = "Transparent"}
  55. CGINCLUDE
  56. #include "MainRoleProEffectCG.cginc"
  57. ENDCG
  58. Pass
  59. {
  60. Name "Depth Mask"
  61. ZWrite On
  62. ColorMask 0
  63. Cull Off
  64. CGPROGRAM
  65. #pragma target 3.0
  66. #pragma vertex MainRoleHologramMaskVertex
  67. #pragma fragment MainRoleHologramMaskFragment
  68. ENDCG
  69. }
  70. Pass
  71. {
  72. Name "Hologram Effect"
  73. Blend SrcAlpha OneMinusSrcAlpha
  74. ZWrite Off
  75. Cull Off
  76. CGPROGRAM
  77. #pragma target 3.0
  78. #pragma shader_feature _USE_SCANLINE2
  79. #pragma shader_feature _USE_DISSOLVE_EFFECT
  80. #pragma shader_feature _USE_DISSOLVE_MAP
  81. #pragma vertex MainRoleHologramVertex
  82. #pragma fragment MainRoleHologramFragment
  83. ENDCG
  84. }
  85. }
  86. CustomEditor "MainRoleProHologramEditor"
  87. }