From 21a973db6321fd1bbeb7ca30b3fa207f29854ec1 Mon Sep 17 00:00:00 2001 From: liuzhiwei <liuzhiwei@qq.com> Date: Mon, 02 Nov 2020 14:38:36 +0800 Subject: [PATCH] 冰shader材质上传 --- Assets/00000/package/Shader/EffectShader_ice.shader | 201 ++++++++++++++++++++++++++++++++++++++++++++++++++ Assets/00000/package/Shader/EffectShader_ice.shader.meta | 9 ++ Assets/00000/package/Materials/Effectshader_ice_001.mat.meta | 0 Assets/00000/package/Materials/Effectshader_ice_001.mat | 0 Assets/00000/package/Shader.meta | 8 ++ 5 files changed, 218 insertions(+), 0 deletions(-) diff --git a/Assets/00000/package/Materials/Texmap_0082.mat b/Assets/00000/package/Materials/Effectshader_ice_001.mat similarity index 100% rename from Assets/00000/package/Materials/Texmap_0082.mat rename to Assets/00000/package/Materials/Effectshader_ice_001.mat diff --git a/Assets/00000/package/Materials/Texmap_0082.mat.meta b/Assets/00000/package/Materials/Effectshader_ice_001.mat.meta similarity index 100% rename from Assets/00000/package/Materials/Texmap_0082.mat.meta rename to Assets/00000/package/Materials/Effectshader_ice_001.mat.meta diff --git a/Assets/00000/package/Shader.meta b/Assets/00000/package/Shader.meta new file mode 100644 index 0000000..47c05b4 --- /dev/null +++ b/Assets/00000/package/Shader.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c091be4356b60694c945968764cd974a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/00000/package/Shader/EffectShader_ice.shader b/Assets/00000/package/Shader/EffectShader_ice.shader new file mode 100644 index 0000000..da35418 --- /dev/null +++ b/Assets/00000/package/Shader/EffectShader_ice.shader @@ -0,0 +1,201 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "EffectShader/Effectshader_ice" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + [Normal]_NormalTex("NormalTex", 2D) = "bump" {} + _Shine("Shine", Float) = 1.2 + _Fresnel("Fresnel", Float) = -0.51 + _Power("Power", Float) = -0.51 + _Mask("Mask", 2D) = "white" {} + [HDR]_Color0("Color 0", Color) = (0.5529412,0.8117648,1,1) + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } + Cull Off + CGINCLUDE + #include "UnityPBSLighting.cginc" + #include "Lighting.cginc" + #pragma target 3.0 + #ifdef UNITY_PASS_SHADOWCASTER + #undef INTERNAL_DATA + #undef WorldReflectionVector + #undef WorldNormalVector + #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; + #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) + #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) + #endif + struct Input + { + float2 uv_texcoord; + float3 worldPos; + float3 worldNormal; + INTERNAL_DATA + }; + + uniform sampler2D _NormalTex; + uniform float4 _NormalTex_ST; + uniform float4 _Color0; + uniform sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform float _Fresnel; + uniform sampler2D _Mask; + uniform float4 _Mask_ST; + uniform float _Power; + uniform float _Shine; + + void surf( Input i , inout SurfaceOutputStandardSpecular o ) + { + float2 uv0_NormalTex = i.uv_texcoord * _NormalTex_ST.xy + _NormalTex_ST.zw; + o.Normal = UnpackNormal( tex2D( _NormalTex, uv0_NormalTex ) ); + float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; + float4 tex2DNode38 = tex2D( _MainTex, uv_MainTex ); + float3 ase_worldPos = i.worldPos; + float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); + float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); + float fresnelNdotV52 = dot( ase_worldNormal, ase_worldViewDir ); + float fresnelNode52 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV52, _Fresnel ) ); + float2 uv_Mask = i.uv_texcoord * _Mask_ST.xy + _Mask_ST.zw; + float temp_output_54_0 = ( tex2DNode38.r * fresnelNode52 * tex2D( _Mask, uv_Mask ).r ); + float fresnelNdotV63 = dot( ase_worldNormal, ase_worldViewDir ); + float fresnelNode63 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV63, _Power ) ); + o.Emission = ( _Color0 * ( ( tex2DNode38 * temp_output_54_0 ) + ( fresnelNode63 * tex2DNode38.r ) ) ).rgb; + float3 temp_cast_1 = (_Shine).xxx; + o.Specular = temp_cast_1; + o.Alpha = temp_output_54_0; + } + + ENDCG + CGPROGRAM + #pragma surface surf StandardSpecular alpha:fade keepalpha fullforwardshadows exclude_path:deferred + + ENDCG + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + ZWrite On + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + #pragma multi_compile_shadowcaster + #pragma multi_compile UNITY_PASS_SHADOWCASTER + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #include "HLSLSupport.cginc" + #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) + #define CAN_SKIP_VPOS + #endif + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + sampler3D _DitherMaskLOD; + struct v2f + { + V2F_SHADOW_CASTER; + float2 customPack1 : TEXCOORD1; + float4 tSpace0 : TEXCOORD2; + float4 tSpace1 : TEXCOORD3; + float4 tSpace2 : TEXCOORD4; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + v2f vert( appdata_full v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_INITIALIZE_OUTPUT( v2f, o ); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + UNITY_TRANSFER_INSTANCE_ID( v, o ); + Input customInputData; + float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 worldNormal = UnityObjectToWorldNormal( v.normal ); + half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); + half tangentSign = v.tangent.w * unity_WorldTransformParams.w; + half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; + o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); + o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); + o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); + o.customPack1.xy = customInputData.uv_texcoord; + o.customPack1.xy = v.texcoord; + TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) + return o; + } + half4 frag( v2f IN + #if !defined( CAN_SKIP_VPOS ) + , UNITY_VPOS_TYPE vpos : VPOS + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + Input surfIN; + UNITY_INITIALIZE_OUTPUT( Input, surfIN ); + surfIN.uv_texcoord = IN.customPack1.xy; + float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); + half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); + surfIN.worldPos = worldPos; + surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); + surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; + surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; + surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; + SurfaceOutputStandardSpecular o; + UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o ) + surf( surfIN, o ); + #if defined( CAN_SKIP_VPOS ) + float2 vpos = IN.pos; + #endif + half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a; + clip( alphaRef - 0.01 ); + SHADOW_CASTER_FRAGMENT( IN ) + } + ENDCG + } + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=17900 +1920;138;1920;881;2836.267;833.6755;1.872653;True;False +Node;AmplifyShaderEditor.RangedFloatNode;53;-1732.785,242.695;Inherit;False;Property;_Fresnel;Fresnel;3;0;Create;True;0;0;False;0;-0.51;-0.29;0;0;0;1;FLOAT;0 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