add some extra assets FX and SFX
This commit is contained in:
@@ -1,70 +1,135 @@
|
||||
Shader "Custom/Transparent Diffuse (Improved)" {
|
||||
Properties {
|
||||
_Color("Main Color", Color) = (1, 1, 1, 1)
|
||||
_MainTex("Base (RGB) Trans (A)", 2D) = "white" { }
|
||||
_Glossiness ("Smoothness", Range(0,1)) = 0.5
|
||||
_Metallic ("Metallic", Range(0,1)) = 0.0
|
||||
Shader "Custom/URP/TransparentDiffuseImproved"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_BaseMap("Base Map", 2D) = "white" {}
|
||||
_BaseColor("Color", Color) = (1,1,1,1)
|
||||
|
||||
_BumpMap ("Normalmap", 2D) = "bump" {}
|
||||
}
|
||||
_Metallic("Metallic", Range(0,1)) = 0
|
||||
_Smoothness("Smoothness", Range(0,1)) = 0.5
|
||||
|
||||
SubShader {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="False" "RenderType"="Transparent" }
|
||||
_BumpMap("Normal Map", 2D) = "bump" {}
|
||||
}
|
||||
|
||||
// First Pass: Only render alpha (A) channel
|
||||
Pass {
|
||||
ColorMask A
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"RenderPipeline"="UniversalRenderPipeline"
|
||||
"Queue"="Transparent"
|
||||
"RenderType"="Transparent"
|
||||
}
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
Pass
|
||||
{
|
||||
Name "ForwardLit"
|
||||
Tags { "LightMode"="UniversalForward" }
|
||||
|
||||
fixed4 _Color;
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
Cull Back
|
||||
|
||||
float4 vert(float4 vertex:POSITION) : SV_POSITION {
|
||||
return UnityObjectToClipPos(vertex);
|
||||
}
|
||||
HLSLPROGRAM
|
||||
|
||||
fixed4 frag() : SV_Target {
|
||||
return _Color;
|
||||
}
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
ENDCG
|
||||
}
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHTS
|
||||
|
||||
// Second Pass: Now render color (RGB) channel
|
||||
ColorMask RGB
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
|
||||
CGPROGRAM
|
||||
#pragma surface surf Standard alpha
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normalOS : NORMAL;
|
||||
float4 tangentOS : TANGENT;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _Color;
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionHCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float3 normalWS : TEXCOORD1;
|
||||
float3 tangentWS : TEXCOORD2;
|
||||
float3 bitangentWS : TEXCOORD3;
|
||||
float3 positionWS : TEXCOORD4;
|
||||
};
|
||||
|
||||
sampler2D _BumpMap;
|
||||
TEXTURE2D(_BaseMap);
|
||||
SAMPLER(sampler_BaseMap);
|
||||
|
||||
half _Glossiness;
|
||||
half _Metallic;
|
||||
TEXTURE2D(_BumpMap);
|
||||
SAMPLER(sampler_BumpMap);
|
||||
|
||||
struct Input {
|
||||
float4 color:COLOR;
|
||||
float2 uv_MainTex;
|
||||
float2 uv_BumpMap;
|
||||
};
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _BaseColor;
|
||||
float _Metallic;
|
||||
float _Smoothness;
|
||||
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;
|
||||
Varyings vert (Attributes IN)
|
||||
{
|
||||
Varyings OUT;
|
||||
|
||||
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
|
||||
OUT.positionHCS = TransformWorldToHClip(OUT.positionWS);
|
||||
OUT.uv = IN.uv;
|
||||
|
||||
Fallback "Legacy Shaders/Transparent/Diffuse"
|
||||
}
|
||||
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
|
||||
OUT.tangentWS = TransformObjectToWorldDir(IN.tangentOS.xyz);
|
||||
OUT.bitangentWS = cross(OUT.normalWS, OUT.tangentWS) * IN.tangentOS.w;
|
||||
|
||||
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));
|
||||
|
||||
InputData lightingInput;
|
||||
lightingInput.positionWS = IN.positionWS;
|
||||
lightingInput.normalWS = normalWS;
|
||||
lightingInput.viewDirectionWS = normalize(GetWorldSpaceViewDir(IN.positionWS));
|
||||
lightingInput.shadowCoord = TransformWorldToShadowCoord(IN.positionWS);
|
||||
lightingInput.fogCoord = 0;
|
||||
lightingInput.vertexLighting = float3(0,0,0);
|
||||
lightingInput.bakedGI = SampleSH(normalWS);
|
||||
|
||||
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;
|
||||
|
||||
half4 color = UniversalFragmentPBR(lightingInput, surfaceData);
|
||||
|
||||
color.a = alpha;
|
||||
return color;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user