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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+Node;AmplifyShaderEditor.RangedFloatNode;64;-1851.983,500.213;Inherit;False;Property;_Power;Power;4;0;Create;True;0;0;False;0;-0.51;-0.69;0;0;0;1;FLOAT;0
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+Node;AmplifyShaderEditor.RangedFloatNode;21;-899.581,-171.417;Inherit;False;Property;_Shine;Shine;2;0;Create;True;0;0;False;0;1.2;1;0;0;0;1;FLOAT;0
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+WireConnection;0;3;21;0
+WireConnection;0;9;54;0
+ASEEND*/
+//CHKSM=676994E9F9FB9DAF4CBC62953B842482FC2D3830
\ No newline at end of file
diff --git a/Assets/00000/package/Shader/EffectShader_ice.shader.meta b/Assets/00000/package/Shader/EffectShader_ice.shader.meta
new file mode 100644
index 0000000..9c12474
--- /dev/null
+++ b/Assets/00000/package/Shader/EffectShader_ice.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: aada98935cbd3dc468d3e16675df188d
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

--
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