add some extra assets FX and SFX
This commit is contained in:
@@ -10,7 +10,8 @@ ShaderImporter:
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AssetOrigin:
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serializedVersion: 1
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productId: 40995
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packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
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packageVersion: 3.77g
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packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
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2.5D
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packageVersion: 3.77h
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assetPath: Assets/Game Kit Controller/Shaders/Others/Cloak Shader.shader
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uploadId: 814740
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uploadId: 889948
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@@ -1,48 +1,57 @@
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Shader "Custom/See Through Surfaces 1" {
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SubShader {
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Tags { "RenderType"="Opaque" "Queue"="Geometry+1"}
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ColorMask 0
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ZWrite off
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Stencil {
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Ref 1
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Comp always
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Pass replace
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Shader "Custom/URP/SeeThroughSurfaces1"
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{
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SubShader
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{
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Tags
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{
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"RenderPipeline"="UniversalRenderPipeline"
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"RenderType"="Opaque"
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"Queue"="Geometry+1"
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}
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CGINCLUDE
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struct appdata {
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float4 vertex : POSITION;
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ColorMask 0
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ZWrite Off
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Stencil
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{
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Ref 1
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Comp Always
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Pass Replace
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}
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Pass
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{
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Name "ForwardLitStencil"
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Tags { "LightMode" = "UniversalForward" }
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float3 positionOS : POSITION;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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};
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v2f vert(appdata v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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return o;
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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OUT.positionHCS = TransformObjectToHClip(IN.positionOS);
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return OUT;
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}
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half4 frag(v2f i) : SV_Target {
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half4 frag(Varyings IN) : SV_Target
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{
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// No dibuja nada, solo stencil
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return half4(1,1,0,1);
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}
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ENDCG
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Pass {
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Cull Front
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ZTest Less
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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ENDHLSL
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}
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Pass {
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Cull Back
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ZTest Greater
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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}
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}
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}
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}
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@@ -10,7 +10,8 @@ ShaderImporter:
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AssetOrigin:
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serializedVersion: 1
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productId: 40995
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packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
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packageVersion: 3.77g
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packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
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2.5D
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packageVersion: 3.77h
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assetPath: Assets/Game Kit Controller/Shaders/Others/See Through Surfaces 1.shader
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uploadId: 814740
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uploadId: 889948
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@@ -1,55 +1,112 @@
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// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
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Shader "Custom/URP/SeeThroughSurfaces2"
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{
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Properties
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{
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_BaseColor ("Color", Color) = (1,1,1,1)
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_BaseMap ("Albedo", 2D) = "white" {}
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Shader "Custom/See Through Surfaces 2" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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}
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SubShader {
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Tags { "RenderType"="Opaque" "Queue"="Geometry+2"}
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_Smoothness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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}
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Stencil
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{
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Ref 1
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Comp notequal
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}
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows
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SubShader
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{
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Tags
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{
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"RenderPipeline"="UniversalRenderPipeline"
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"RenderType"="Opaque"
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"Queue"="Geometry+2"
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}
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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Stencil
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{
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Ref 1
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Comp NotEqual
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}
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sampler2D _MainTex;
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode"="UniversalForward" }
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struct Input {
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float2 uv_MainTex;
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};
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HLSLPROGRAM
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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#pragma vertex vert
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#pragma fragment frag
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _ADDITIONAL_LIGHTS
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void surf (Input IN, inout SurfaceOutputStandard o) {
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// Albedo comes from a texture tinted by color
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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// Metallic and smoothness come from slider variables
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha = c.a;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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float3 positionWS : TEXCOORD0;
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float3 normalWS : TEXCOORD1;
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float2 uv : TEXCOORD2;
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};
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TEXTURE2D(_BaseMap);
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SAMPLER(sampler_BaseMap);
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseColor;
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float _Metallic;
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float _Smoothness;
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CBUFFER_END
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Varyings vert (Attributes IN)
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{
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Varyings OUT;
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OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
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OUT.positionHCS = TransformWorldToHClip(OUT.positionWS);
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OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
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OUT.uv = IN.uv;
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return OUT;
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}
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half4 frag (Varyings IN) : SV_Target
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{
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float4 tex = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
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float3 albedo = tex.rgb * _BaseColor.rgb;
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float alpha = tex.a * _BaseColor.a;
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float3 normal = normalize(IN.normalWS);
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SurfaceData surfaceData = (SurfaceData)0;
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surfaceData.albedo = albedo;
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surfaceData.alpha = alpha;
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surfaceData.metallic = _Metallic;
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surfaceData.smoothness = _Smoothness;
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surfaceData.normalTS = float3(0,0,1);
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surfaceData.occlusion = 1;
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surfaceData.emission = 0;
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surfaceData.specular = 0;
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InputData inputData = (InputData)0;
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inputData.positionWS = IN.positionWS;
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inputData.normalWS = normal;
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inputData.viewDirectionWS = GetWorldSpaceViewDir(IN.positionWS);
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inputData.shadowCoord = TransformWorldToShadowCoord(IN.positionWS);
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inputData.bakedGI = SampleSH(normal);
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return UniversalFragmentPBR(inputData, surfaceData);
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}
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ENDHLSL
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}
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}
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}
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@@ -10,7 +10,8 @@ ShaderImporter:
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AssetOrigin:
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serializedVersion: 1
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productId: 40995
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packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
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packageVersion: 3.77g
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packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
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2.5D
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packageVersion: 3.77h
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assetPath: Assets/Game Kit Controller/Shaders/Others/See Through Surfaces 2.shader
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uploadId: 814740
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uploadId: 889948
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@@ -1,70 +1,135 @@
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Shader "Custom/Transparent Diffuse (Improved)" {
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Properties {
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_Color("Main Color", Color) = (1, 1, 1, 1)
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_MainTex("Base (RGB) Trans (A)", 2D) = "white" { }
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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Shader "Custom/URP/TransparentDiffuseImproved"
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{
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Properties
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{
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_BaseMap("Base Map", 2D) = "white" {}
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_BaseColor("Color", Color) = (1,1,1,1)
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_BumpMap ("Normalmap", 2D) = "bump" {}
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}
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_Metallic("Metallic", Range(0,1)) = 0
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_Smoothness("Smoothness", Range(0,1)) = 0.5
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SubShader {
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Tags { "Queue"="Transparent" "IgnoreProjector"="False" "RenderType"="Transparent" }
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_BumpMap("Normal Map", 2D) = "bump" {}
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}
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// First Pass: Only render alpha (A) channel
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Pass {
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ColorMask A
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Blend SrcAlpha OneMinusSrcAlpha
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SubShader
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{
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Tags
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{
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"RenderPipeline"="UniversalRenderPipeline"
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"Queue"="Transparent"
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"RenderType"="Transparent"
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}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode"="UniversalForward" }
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fixed4 _Color;
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull Back
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float4 vert(float4 vertex:POSITION) : SV_POSITION {
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return UnityObjectToClipPos(vertex);
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}
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HLSLPROGRAM
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fixed4 frag() : SV_Target {
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return _Color;
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}
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _ADDITIONAL_LIGHTS
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// Second Pass: Now render color (RGB) channel
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ColorMask RGB
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Blend SrcAlpha OneMinusSrcAlpha
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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CGPROGRAM
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#pragma surface surf Standard alpha
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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fixed4 _Color;
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 normalWS : TEXCOORD1;
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float3 tangentWS : TEXCOORD2;
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float3 bitangentWS : TEXCOORD3;
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float3 positionWS : TEXCOORD4;
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};
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sampler2D _BumpMap;
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TEXTURE2D(_BaseMap);
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SAMPLER(sampler_BaseMap);
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half _Glossiness;
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half _Metallic;
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TEXTURE2D(_BumpMap);
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SAMPLER(sampler_BumpMap);
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struct Input {
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float4 color:COLOR;
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float2 uv_MainTex;
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float2 uv_BumpMap;
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseColor;
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float _Metallic;
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float _Smoothness;
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CBUFFER_END
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void surf(Input IN, inout SurfaceOutputStandard o) {
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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o.Alpha = c.a;
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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Varyings vert (Attributes IN)
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{
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Varyings OUT;
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o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
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}
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ENDCG
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}
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OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
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OUT.positionHCS = TransformWorldToHClip(OUT.positionWS);
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OUT.uv = IN.uv;
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Fallback "Legacy Shaders/Transparent/Diffuse"
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}
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OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
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OUT.tangentWS = TransformObjectToWorldDir(IN.tangentOS.xyz);
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OUT.bitangentWS = cross(OUT.normalWS, OUT.tangentWS) * IN.tangentOS.w;
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return OUT;
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}
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||||
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half4 frag (Varyings IN) : SV_Target
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{
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float4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
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float3 albedo = baseMap.rgb * _BaseColor.rgb;
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float alpha = baseMap.a * _BaseColor.a;
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float3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, IN.uv));
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float3x3 TBN = float3x3(
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normalize(IN.tangentWS),
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normalize(IN.bitangentWS),
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normalize(IN.normalWS)
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);
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||||
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float3 normalWS = normalize(mul(normalTS, TBN));
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InputData lightingInput;
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lightingInput.positionWS = IN.positionWS;
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lightingInput.normalWS = normalWS;
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lightingInput.viewDirectionWS = normalize(GetWorldSpaceViewDir(IN.positionWS));
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lightingInput.shadowCoord = TransformWorldToShadowCoord(IN.positionWS);
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lightingInput.fogCoord = 0;
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lightingInput.vertexLighting = float3(0,0,0);
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||||
lightingInput.bakedGI = SampleSH(normalWS);
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||||
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SurfaceData surfaceData = (SurfaceData)0;
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surfaceData.albedo = albedo;
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surfaceData.alpha = alpha;
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||||
surfaceData.metallic = _Metallic;
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surfaceData.specular = 0;
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surfaceData.smoothness = _Smoothness;
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||||
surfaceData.normalTS = normalTS;
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||||
surfaceData.occlusion = 1;
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||||
surfaceData.emission = 0;
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||||
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||||
surfaceData.clearCoatMask = 0;
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surfaceData.clearCoatSmoothness = 0;
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half4 color = UniversalFragmentPBR(lightingInput, surfaceData);
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||||
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color.a = alpha;
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||||
return color;
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||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
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@@ -10,7 +10,8 @@ ShaderImporter:
|
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AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 40995
|
||||
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
|
||||
packageVersion: 3.77g
|
||||
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
|
||||
2.5D
|
||||
packageVersion: 3.77h
|
||||
assetPath: Assets/Game Kit Controller/Shaders/Others/Transparent Diffuse (Improved).shader
|
||||
uploadId: 814740
|
||||
uploadId: 889948
|
||||
|
||||
@@ -1,80 +1,162 @@
|
||||
Shader "Custom/Transparent Diffuse Stipple" {
|
||||
Properties {
|
||||
_MainTex("Base (RGB)", 2D) = "white" { }
|
||||
_Color("Main Color", Color) = (1, 1, 1, 1)
|
||||
_Glossiness ("Smoothness", Range(0,1)) = 0.5
|
||||
_Metallic ("Metallic", Range(0,1)) = 0.0
|
||||
Shader "Custom/URP/TransparentDiffuseStipple"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_BaseMap("Base Map", 2D) = "white" {}
|
||||
_BaseColor("Main Color", Color) = (1,1,1,1)
|
||||
|
||||
_BumpMap ("Normalmap", 2D) = "bump" {}
|
||||
_Metallic("Metallic", Range(0,1)) = 0
|
||||
_Smoothness("Smoothness", Range(0,1)) = 0.5
|
||||
|
||||
_TransparentAmount("Transparent Amount", Float) = 1
|
||||
_StippleSize("Stipple Size", Float) = 1
|
||||
}
|
||||
_BumpMap("Normal Map", 2D) = "bump" {}
|
||||
|
||||
SubShader {
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 200
|
||||
Cull Off
|
||||
_TransparentAmount("Transparent Amount", Range(0,1)) = 1
|
||||
_StippleSize("Stipple Size", Float) = 1
|
||||
}
|
||||
|
||||
CGPROGRAM
|
||||
#pragma surface surf Standard fullforwardshadows
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"RenderPipeline"="UniversalRenderPipeline"
|
||||
"RenderType"="Opaque"
|
||||
"Queue"="AlphaTest"
|
||||
}
|
||||
|
||||
#pragma target 3.0
|
||||
Cull Off
|
||||
|
||||
float _TransparentAmount;
|
||||
Pass
|
||||
{
|
||||
Name "ForwardLit"
|
||||
Tags { "LightMode"="UniversalForward" }
|
||||
|
||||
sampler2D _MainTex;
|
||||
HLSLPROGRAM
|
||||
|
||||
fixed4 _Color;
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHTS
|
||||
|
||||
sampler2D _BumpMap;
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
|
||||
float _StippleSize;
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normalOS : NORMAL;
|
||||
float4 tangentOS : TANGENT;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
half _Glossiness;
|
||||
half _Metallic;
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionHCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float3 positionWS : TEXCOORD1;
|
||||
float3 normalWS : TEXCOORD2;
|
||||
float3 tangentWS : TEXCOORD3;
|
||||
float3 bitangentWS : TEXCOORD4;
|
||||
float4 screenPos : TEXCOORD5;
|
||||
};
|
||||
|
||||
static const float4x4 kThresholdMatrix = {
|
||||
1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
|
||||
13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
|
||||
4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
|
||||
16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
|
||||
};
|
||||
TEXTURE2D(_BaseMap);
|
||||
SAMPLER(sampler_BaseMap);
|
||||
|
||||
static const float4x4 kKernelMatrix = {
|
||||
1, 0, 0, 0,
|
||||
0, 1, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
0, 0, 0, 1
|
||||
};
|
||||
TEXTURE2D(_BumpMap);
|
||||
SAMPLER(sampler_BumpMap);
|
||||
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
float4 screenPos;
|
||||
float3 worldPos;
|
||||
float2 uv_BumpMap;
|
||||
};
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _BaseColor;
|
||||
float _Metallic;
|
||||
float _Smoothness;
|
||||
float _TransparentAmount;
|
||||
float _StippleSize;
|
||||
CBUFFER_END
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputStandard o) {
|
||||
fixed4 c = tex2D(_MainTex, IN.uv_MainTex)* _Color;
|
||||
o.Albedo = c.rgb;
|
||||
o.Alpha = c.a;
|
||||
o.Metallic = _Metallic;
|
||||
o.Smoothness = _Glossiness;
|
||||
static const float4x4 kThresholdMatrix = {
|
||||
1.0/17.0, 9.0/17.0, 3.0/17.0, 11.0/17.0,
|
||||
13.0/17.0, 5.0/17.0, 15.0/17.0, 7.0/17.0,
|
||||
4.0/17.0, 12.0/17.0, 2.0/17.0, 10.0/17.0,
|
||||
16.0/17.0, 8.0/17.0, 14.0/17.0, 6.0/17.0
|
||||
};
|
||||
|
||||
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
|
||||
Varyings vert(Attributes IN)
|
||||
{
|
||||
Varyings OUT;
|
||||
|
||||
// Unproject the screen pixel coordiante
|
||||
float2 pos = IN.screenPos.xy / IN.screenPos.w;
|
||||
pos *= _ScreenParams.xy * _StippleSize;
|
||||
OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
|
||||
OUT.positionHCS = TransformWorldToHClip(OUT.positionWS);
|
||||
OUT.uv = IN.uv;
|
||||
|
||||
// Clip pixel within [start, end] distance from camera
|
||||
float interpDist = _TransparentAmount;
|
||||
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
|
||||
OUT.tangentWS = TransformObjectToWorldDir(IN.tangentOS.xyz);
|
||||
OUT.bitangentWS = cross(OUT.normalWS, OUT.tangentWS) * IN.tangentOS.w;
|
||||
|
||||
clip(interpDist - kThresholdMatrix[fmod(pos.x, 4)] * kKernelMatrix[fmod(pos.y, 4)]);
|
||||
}
|
||||
OUT.screenPos = ComputeScreenPos(OUT.positionHCS);
|
||||
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
return OUT;
|
||||
}
|
||||
|
||||
half4 frag(Varyings IN) : SV_Target
|
||||
{
|
||||
float4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
|
||||
float3 albedo = baseMap.rgb * _BaseColor.rgb;
|
||||
float alpha = baseMap.a * _BaseColor.a;
|
||||
|
||||
float3 normalTS = UnpackNormal(
|
||||
SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, IN.uv)
|
||||
);
|
||||
|
||||
float3x3 TBN = float3x3(
|
||||
normalize(IN.tangentWS),
|
||||
normalize(IN.bitangentWS),
|
||||
normalize(IN.normalWS)
|
||||
);
|
||||
|
||||
float3 normalWS = normalize(mul(normalTS, TBN));
|
||||
|
||||
// --- STIPPLE ---
|
||||
float2 pos = IN.screenPos.xy / IN.screenPos.w;
|
||||
pos *= _ScreenParams.xy * _StippleSize;
|
||||
|
||||
int x = (int)fmod(pos.x, 4);
|
||||
int y = (int)fmod(pos.y, 4);
|
||||
|
||||
float threshold = kThresholdMatrix[y][x];
|
||||
|
||||
clip(_TransparentAmount - threshold);
|
||||
// --- END STIPPLE ---
|
||||
|
||||
InputData lightingInput;
|
||||
lightingInput.positionWS = IN.positionWS;
|
||||
lightingInput.normalWS = normalWS;
|
||||
lightingInput.viewDirectionWS =
|
||||
normalize(GetWorldSpaceViewDir(IN.positionWS));
|
||||
lightingInput.shadowCoord =
|
||||
TransformWorldToShadowCoord(IN.positionWS);
|
||||
lightingInput.bakedGI = SampleSH(normalWS);
|
||||
lightingInput.fogCoord = 0;
|
||||
lightingInput.vertexLighting = 0;
|
||||
|
||||
SurfaceData surfaceData = (SurfaceData)0;
|
||||
|
||||
surfaceData.albedo = albedo;
|
||||
surfaceData.alpha = alpha;
|
||||
surfaceData.metallic = _Metallic;
|
||||
surfaceData.specular = 0;
|
||||
surfaceData.smoothness = _Smoothness;
|
||||
surfaceData.normalTS = normalTS;
|
||||
surfaceData.occlusion = 1;
|
||||
surfaceData.emission = 0;
|
||||
|
||||
|
||||
surfaceData.clearCoatMask = 0;
|
||||
surfaceData.clearCoatSmoothness = 0;
|
||||
|
||||
return UniversalFragmentPBR(lightingInput, surfaceData);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -10,7 +10,8 @@ ShaderImporter:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 40995
|
||||
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
|
||||
packageVersion: 3.77g
|
||||
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
|
||||
2.5D
|
||||
packageVersion: 3.77h
|
||||
assetPath: Assets/Game Kit Controller/Shaders/Others/Transparent Diffuse Stipple.shader
|
||||
uploadId: 814740
|
||||
uploadId: 889948
|
||||
|
||||
Reference in New Issue
Block a user