add some extra assets FX and SFX
This commit is contained in:
@@ -1,109 +1,147 @@
|
||||
Shader "Outlined/Diffuse" {
|
||||
Properties {
|
||||
_Color ("Main Color", Color) = (.5,.5,.5,1)
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_Outline ("Outline width", Range (0, 1)) = .1
|
||||
_MainTex ("Base (RGB)", 2D) = "white" { }
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata {
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 pos : POSITION;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
uniform float _Outline;
|
||||
uniform float4 _OutlineColor;
|
||||
|
||||
v2f vert(appdata v) {
|
||||
// just make a copy of incoming vertex data but scaled according to normal direction
|
||||
v2f o;
|
||||
Shader "Outlined/URP/Diffuse"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_BaseColor ("Main Color", Color) = (.5,.5,.5,1)
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_Outline ("Outline Width", Range(0,1)) = 0.1
|
||||
_BaseMap ("Base Map", 2D) = "white" {}
|
||||
}
|
||||
|
||||
v.vertex *= ( 1 + _Outline);
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"RenderPipeline"="UniversalRenderPipeline"
|
||||
"RenderType"="Opaque"
|
||||
"Queue"="Geometry"
|
||||
}
|
||||
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
|
||||
//float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal));
|
||||
//float2 offset = TransformViewToProjection(norm.xy);
|
||||
// ----------------------
|
||||
// OUTLINE PASS
|
||||
// ----------------------
|
||||
|
||||
o.color = _OutlineColor;
|
||||
return o;
|
||||
}
|
||||
ENDCG
|
||||
|
||||
SubShader {
|
||||
//Tags {"Queue" = "Geometry+100" }
|
||||
CGPROGRAM
|
||||
#pragma surface surf Lambert
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _Color;
|
||||
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
};
|
||||
|
||||
void surf (Input IN, inout SurfaceOutput o) {
|
||||
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
|
||||
o.Albedo = c.rgb;
|
||||
o.Alpha = c.a;
|
||||
}
|
||||
ENDCG
|
||||
|
||||
// note that a vertex shader is specified here but its using the one above
|
||||
Pass {
|
||||
Name "OUTLINE"
|
||||
Tags { "LightMode" = "Always" }
|
||||
Cull Front
|
||||
ZWrite On
|
||||
ColorMask RGB
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
//Offset 50,50
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
half4 frag(v2f i) :COLOR { return i.color; }
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
SubShader {
|
||||
CGPROGRAM
|
||||
#pragma surface surf Lambert
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _Color;
|
||||
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
};
|
||||
|
||||
void surf (Input IN, inout SurfaceOutput o) {
|
||||
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
|
||||
o.Albedo = c.rgb;
|
||||
o.Alpha = c.a;
|
||||
}
|
||||
ENDCG
|
||||
|
||||
Pass {
|
||||
Name "OUTLINE"
|
||||
Tags { "LightMode" = "Always" }
|
||||
Cull Front
|
||||
ZWrite On
|
||||
ColorMask RGB
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
SetTexture [_MainTex] { combine primary }
|
||||
}
|
||||
}
|
||||
|
||||
Fallback "Diffuse"
|
||||
Pass
|
||||
{
|
||||
Name "Outline"
|
||||
Cull Front
|
||||
ZWrite On
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normalOS : NORMAL;
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionHCS : SV_POSITION;
|
||||
};
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float _Outline;
|
||||
float4 _OutlineColor;
|
||||
CBUFFER_END
|
||||
|
||||
Varyings vert (Attributes IN)
|
||||
{
|
||||
Varyings OUT;
|
||||
|
||||
float3 pos = IN.positionOS.xyz * (1 + _Outline);
|
||||
|
||||
float3 positionWS = TransformObjectToWorld(pos);
|
||||
OUT.positionHCS = TransformWorldToHClip(positionWS);
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
half4 frag (Varyings IN) : SV_Target
|
||||
{
|
||||
return _OutlineColor;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// ----------------------
|
||||
// MAIN LIT PASS
|
||||
// ----------------------
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "ForwardLit"
|
||||
Tags { "LightMode"="UniversalForward" }
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHTS
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normalOS : NORMAL;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionHCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float3 normalWS : TEXCOORD1;
|
||||
float3 positionWS : TEXCOORD2;
|
||||
};
|
||||
|
||||
TEXTURE2D(_BaseMap);
|
||||
SAMPLER(sampler_BaseMap);
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _BaseColor;
|
||||
CBUFFER_END
|
||||
|
||||
Varyings vert (Attributes IN)
|
||||
{
|
||||
Varyings OUT;
|
||||
|
||||
OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
|
||||
OUT.positionHCS = TransformWorldToHClip(OUT.positionWS);
|
||||
|
||||
OUT.uv = IN.uv;
|
||||
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
half4 frag (Varyings IN) : SV_Target
|
||||
{
|
||||
float4 tex = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
|
||||
float3 albedo = tex.rgb * _BaseColor.rgb;
|
||||
|
||||
float3 normal = normalize(IN.normalWS);
|
||||
|
||||
Light mainLight = GetMainLight();
|
||||
|
||||
float NdotL = saturate(dot(normal, mainLight.direction));
|
||||
|
||||
float3 color = albedo * mainLight.color * NdotL;
|
||||
|
||||
return float4(color, tex.a);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user