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94 líneas
4.1 KiB

Shader "SaberShad/CombineHologramAndAlphaTexture"
{
Properties
{
_HologramMaskMap("Hologram Mask", 2D) = "white"{} // 实际上就是模型的主纹理,但是由于使用了同一套代码库因此这个就不改名字了
// alphaTexture 参数
_AlphaTexColor("AlphaTexture Color", Color) = (1, 1, 1, 1)
_ModelHeightButton("Model Height Button", Float) = 0.0 // 模型高度底
_ModelHeightTop("Model Height Top", Float) = 0.0 // 模型高度顶
// 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
// 溶解效果主要参数
[Toggle(_USE_DISSOLVE_EFFECT)] _DissolveToggle("Dissolve Enable", Float) = 1.0
_DissolveThreshold("Dissolve Threshold", Range(0,1)) = 0.7
_DissolveFadeGap("Dissolve Fade Gap", Range(0,0.01)) = 0.001
[Toggle]_ReverseDissolveDirection("_Reverse Dissolve Direction", float) = 1.0
[HDR]_DissolveFadeInColor("Dissolve Fade In Color", Color) = (1,1,1,1)
[HDR]_DissolveFadeMidColor("Dissolve Fade Mid Color", Color) = (0,0,0,0)
[HDR]_DissolveFadeOutColor("Dissolve Fade Out Color", Color) = (1,1,1,1)
// 整体蒙版(主纹理充当颜色蒙版)
_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
}
SubShader
{
Tags{"Queue" = "Transparent" "RenderType" = "Transparent"}
CGINCLUDE
#include "MainRoleProEffectCG.cginc"
ENDCG
Pass
{
Name "CombineHologramAndAlphaTexture Depth Mask"
ZWrite On
ColorMask 0
CGPROGRAM
#pragma target 3.0
#pragma shader_feature _USE_DISSOLVE_EFFECT
#pragma vertex CombineHologramAndAlphaTextureVertex
#pragma fragment MainRoleHologramMaskFragment
ENDCG
}
Pass
{
Name "Combine Hologram and AlphaTexture"
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma shader_feature _USE_SCANLINE2
#pragma shader_feature _USE_DISSOLVE_EFFECT
#pragma vertex CombineHologramAndAlphaTextureVertex
#pragma fragment CombineHologramAndAlphaTextureFragment
ENDCG
}
}
CustomEditor "CombineHologramAndAlphaTextureEditor"
}