103 lines
4.9 KiB
Plaintext
103 lines
4.9 KiB
Plaintext
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "JDJ/Effect_Alpha"
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{
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Properties
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{
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_liangdu("亮度", Float) = 1
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[HDR]_Color("颜色", Color) = (1,1,1,1)
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_Maintex("颜色贴图", 2D) = "white" {}
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_alpha("透明度", Range( 0 , 1)) = 0
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "TransparentCutout" "Queue" = "Transparent+0" "ForceNoShadowCasting" = "True" "IsEmissive" = "true" }
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Cull Off
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#include "UnityPBSLighting.cginc"
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#pragma target 3.0
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#pragma multi_compile_instancing
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#pragma surface surf StandardCustomLighting keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nofog nometa noforwardadd
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struct Input
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{
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half2 uv_texcoord;
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float4 vertexColor : COLOR;
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};
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struct SurfaceOutputCustomLightingCustom
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{
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half3 Albedo;
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half3 Normal;
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half3 Emission;
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half Metallic;
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half Smoothness;
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half Occlusion;
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half Alpha;
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Input SurfInput;
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UnityGIInput GIData;
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};
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uniform half4 _Color;
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uniform sampler2D _Maintex;
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uniform half4 _Maintex_ST;
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uniform half _liangdu;
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uniform half _alpha;
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inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
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{
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UnityGIInput data = s.GIData;
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Input i = s.SurfInput;
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half4 c = 0;
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float2 uv_Maintex = i.uv_texcoord * _Maintex_ST.xy + _Maintex_ST.zw;
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half4 tex2DNode1 = tex2D( _Maintex, uv_Maintex );
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c.rgb = 0;
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c.a = ( tex2DNode1.a * _alpha * i.vertexColor.a );
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return c;
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}
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inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
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{
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s.GIData = data;
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}
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void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
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{
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o.SurfInput = i;
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float2 uv_Maintex = i.uv_texcoord * _Maintex_ST.xy + _Maintex_ST.zw;
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half4 tex2DNode1 = tex2D( _Maintex, uv_Maintex );
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o.Emission = ( _Color * tex2DNode1 * _liangdu * i.vertexColor ).rgb;
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}
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ENDCG
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}
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Fallback "Legacy Shaders/Diffuse"
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=16800
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204;143;1603;809;1009.814;471.5403;1;True;True
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Node;AmplifyShaderEditor.ColorNode;2;-460.3345,-431.7122;Float;False;Property;_Color;Color;1;1;[HDR];Create;True;0;0;False;0;0,0,0,0;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;8;-499.814,72.45972;Float;False;Property;_alpha;alpha;4;0;Create;True;0;0;False;0;0;0.31;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;7;-396.8136,-45.04028;Float;False;Property;_liangdu;liangdu;0;0;Create;True;0;0;False;0;1;1;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;1;-488.7001,-243.3999;Float;True;Property;_Maintex;Maintex;3;0;Create;True;0;0;False;0;None;96205a4b927fb0c4bad8f5ed1133e46c;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.VertexColorNode;10;-114.814,35.95972;Float;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;9;-76.81396,-126.5403;Float;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;3;-53.33442,-324.7122;Float;False;4;4;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;3;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;172,-369;Half;False;True;2;Half;ASEMaterialInspector;0;0;CustomLighting;JDJ/Effect_Alpha;False;False;False;False;True;True;True;True;True;True;True;True;False;False;False;True;True;False;False;False;False;Off;2;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Custom;0.5;True;False;0;True;TransparentCutout;;Transparent;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;False;2;5;False;-1;10;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;Legacy Shaders/Diffuse;2;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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WireConnection;9;0;1;4
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WireConnection;9;1;8;0
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WireConnection;9;2;10;4
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WireConnection;3;0;2;0
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WireConnection;3;1;1;0
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WireConnection;3;2;7;0
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WireConnection;3;3;10;0
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WireConnection;0;2;3;0
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WireConnection;0;9;9;0
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ASEEND*/
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//CHKSM=AFE7ACEC70862E1F4385E619A8BB09A56A211626 |