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- Shader "SaberShad/MainRoleProHologram"
- {
- Properties
- {
- // 全息效果
- [HDR]_HologramColor("Hologram Color", Color) = (1, 1, 1, 0)
- _HologramAlpha("Hologram Alpha", Range(0.0, 1.0)) = 1.0
- _HologramGlitchMap("Hologram Glitch Map", 2D) = "white"{}
- // 全息颜色故障效果
- [Toggle] _HologramColorGlitchTog("Enable Hologram Color Glitch", Float) = 0
- _HologramColorGlitch("Hologram Color Glitch", Range(0.0, 1.0)) = 0.5
- _HologramColorGlitchData("Hologram Color Glitch Data", Vector) = (1, 1, 0, 0)
- _HologramColorGlitchMin("Hologram Color Glitch Min", Range(0.0, 1.0)) = 0.5
- // 全息菲涅尔
- _FresnelScale("Fresnel Scale", Float) = 1
- _FresnelPower("Fresnel Power", Float) = 2
- _FresnelAlphaScale("Fresnel Alpha Scale", Float) = 1
- _FresnelAlphaPower("Fresnel Alpha Power", Float) = 2
- // 扫描线
- _HologramLine1("HologramLine1", 2D) = "white" {}
- _HologramLine1Speed("Hologram Line1 Speed", Range(-10.0, 10.0)) = 1.0
- _HologramLine1Frequency("Hologram Line1 Frequency", Range(0.0, 100.0)) = 20.0
- _HologramLine1Alpha("Hologram Line 1 Alpha", Range(0.0, 1.0)) = 0.15
-
- [Toggle(_USE_SCANLINE2)]_HologramLine2Tog("Hologram Line2 Toggle", float) = 0.0
- _HologramLine2("HologramLine2", 2D) = "white" {}
- _HologramLine2Speed("Hologram Line2 Speed", Range(-10.0, 10.0)) = 1.0
- _HologramLine2Frequency("Hologram Line2 Frequency", Range(0.0, 100.0)) = 20.0
- _HologramLine2Alpha("Hologram Line 2 Alpha", Range(0.0, 1.0)) = 0.15
-
- _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)
- _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)
- // 颗粒效果
- _HologramGrainData("Hologram Grain Data", Vector) = (50, 50, 0, 0)
- _HologramGrainSpeed("Hologram Grain Speed", Float) = 1.0
- _HologramGrainAffect("Hologram Grain Affect", Range(0 , 1)) = 1
- // 主纹理充当颜色蒙版
- _HologramMaskMap("Hologram Mask", 2D) = "white"{}
- _HologramMaskAffect("Hologram Mask Affect", Range(0.0, 1.0)) = 0.5
- [Enum(X, 0, Y, 1, Z, 2)] _HologramMaskUseAxis("Hologram Mask Use Axis", Float) = 0.0
- _HologramYMask("Hologram Y Mask", Range(-2, 2)) = 0
-
- // 溶解效果主要参数
- [Toggle(_USE_DISSOLVE_EFFECT)] _DissolveToggle("Dissolve Enable", Float) = 1.0
- [Toggle(_USE_DISSOLVE_MAP)] _DissolveMapToggle("Use Dissolve Map", Float) = 1.0
- _DissolveMap("DissolveMap", 2D) = "white"{}
- _DissolveThreshold("Dissolve Threshold", Range(0,1)) = 0.7
- [HDR]_DissolveFadeInColor("Dissolve Fade In Color", Color) = (1,1,1,1)
- _DissolveFadeInThreshold("Dissolve Fade In Threshold", Range(0,1)) = 0
- [HDR]_DissolveFadeMidColor("Dissolve Fade Mid Color", Color) = (0,0,0,0)
- _DissolveFadeMidThreshold("Dissolve Fade Mid Threshold", Range(0,1)) = 0.8
- [HDR]_DissolveFadeOutColor("Dissolve Fade Out Color", Color) = (1,1,1,1)
- _DissolveFadeOutThreshold("Dissolve Fade Out Threshold", Range(0,1)) = 0.8
- }
-
- SubShader
- {
- Tags{"Queue" = "Transparent" "RenderType" = "Transparent"}
-
- CGINCLUDE
- #include "MainRoleProEffectCG.cginc"
- ENDCG
-
- Pass
- {
- Name "Depth Mask"
- ZWrite On
- ColorMask 0
- Cull Off
-
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex MainRoleHologramMaskVertex
- #pragma fragment MainRoleHologramMaskFragment
- ENDCG
- }
-
- Pass
- {
- Name "Hologram Effect"
- Blend SrcAlpha OneMinusSrcAlpha
- ZWrite Off
- Cull Off
-
- CGPROGRAM
- #pragma target 3.0
- #pragma shader_feature _USE_SCANLINE2
- #pragma shader_feature _USE_DISSOLVE_EFFECT
- #pragma shader_feature _USE_DISSOLVE_MAP
- #pragma vertex MainRoleHologramVertex
- #pragma fragment MainRoleHologramFragment
- ENDCG
- }
-
- }
- CustomEditor "MainRoleProHologramEditor"
- }
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