// author : Saber // date : 2020/12/2 // desc : 本着色器的目的是整合项目中已有的【模型用透明通道特效】,会保留原先shader的全部参数以及实现 // 旨在减少多个材质对同一模型顶点和面片的多次处理,整合特效shader效果 // CombineModelEffectMid:拥有两种UVRoll效果(单效果纹理)以及两种Scan效果(单纹理双效果四通道) Shader "SaberShad/CombineModelEffectMid" { Properties { // 被整合的shader参数逐条对应,为了方面识进行了适当的改名 // 整合uvrolladd_noise_mask效果 (文件名 sy_uvrolladd_noise_mask.shader) _UVRollTex ("UVRoll Tex", 2D) = "white" {} _UVRollColor1 ("UVRoll Color1", Color) = (1, 1, 1, 1) _UVRollColor2 ("UVRoll Color2", Color) = (1, 1, 1, 0) _UVRollSpeed ("UVRollSpeed", Vector) = (0, 0, 0, 0) _UVRollIntensity1 ("UVRoll Intensity1", Range(0, 20)) = 1.5 _UVRollIntensity2 ("UVRoll Intensity2", Range(0, 20)) = 1.5 _UVRollNoiseTex ("UVRollNoise", 2D) = "white" {} _UVRollNoiseSpeed ("UVRollNoiseSpeed", Vector) = (0, 0, 0, 0) _UVRollNoiseIntensity("UVRollNoise Intensity", Range(-10, 10)) = 0 // 整合了uvroll效果和scan效果的mask为一张通道纹理,去除通道纹理的细节 // 本shader最多支持两种不同的uvrolladd_noise_mask,分别占用贴图的R和G通道(BA给Scan效果) _EffectMaskTex ("EffectMaskTex(RGBA)", 2D) = "white" {} _UVRollMaskSpeed ("UVRollMaskSpeed", Vector) = (0, 0, 0, 0) // 整合mb_fresnel效果 (文件名 mb_fresnel.shader) _FresnelColor ("Fresnel Color", Color) = (1,0.22745,1,1) _FresnelIntensity ("Fresnel Intensity", Range(0, 50)) = 3 // 整合mb_outline效果,并保持开启 (文件名 mb_outline.shader) _OutlineColor ("Outline Color", Color) = (1, 1, 1, 0) _OutlineIntensity ("Outline Intensity", Range(0, 50)) = 1 // 整合scan效果 (文件名 ZGD_scan_002.shader ZGD_scan_003效果相同) // 最多同时存在两个扫描效果,效果1使用 RG通道分别实现原先的 _Gridlinetex和 _Masktex 效果2使用 BA通道 _ScanTex("ScanTex", 2D) = "white" {} _ScanColor("ScanColor", Color) = (1,1,1,1) _ScanIntensity("ScanIntensity", Float) = 0 // 用这个代替扫描图网格图原先的各个缩放比例 _GridlineST("GridlineST", Vector) = (1, 1, 1, 1) _ScanSpeed("Scan Speed", Float) = 0.5 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} Blend SrcAlpha One ZWrite Off Lighting Off Fog { Mode off } pass { CGPROGRAM #pragma target 3.0 // #pragma shader_feature __ _ROLLADD_MAP #pragma shader_feature __ _ROLLADD_NOISE_MASK_MAP // #pragma shader_feature __ _EFFECT_MASK_MAP #pragma shader_feature __ _MB_FRESNEL // #pragma shader_feature __ _SCAN_TEX #pragma vertex CmcVertNormal #pragma fragment CmcFragMid #include "CombineModelEffectCG.cginc" ENDCG } } CustomEditor "CombineModelEffectMid" }