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- Shader "RO/RO_Effect_RJ_01"
- {
- Properties
- {
- _ColorStr("ColorStr", Float) = 1
- _AlphaSTR("AlphaSTR", Float) = 1
- _MainTex("MainTex", 2D) = "white" {}
- [KeywordEnum(R,G,B,A)] _Keyword2("主贴图使用通道", Float) = 3
- _OpacityTex("MaskTex", 2D) = "white" {}
- _MaskStr("MaskStr", Range( 0 , 1.01)) = 1.01
- _UVspeed("UVspeed", Vector) = (0,0,0,0)
- [KeywordEnum(R,G,B,A)] _Keyword3("遮罩贴图使用通道", Float) = 0
- [Toggle(_KEYWORD0_ON)] _Keyword0("粒子颜色透明度是否影响贴图透明度", Float) = 0
- [Toggle(_KEYWORD1_ON)] _Keyword1("是否使用原图颜色", Float) = 1
- _Color0("Color 0", Color) = (1,1,1,1)
- _Color2("Color2", Color) = (1,1,1,0)
- _ColorMask("渐变颜色控制", Vector) = (0,1,0,1)
- [Enum(UnityEngine.Rendering.BlendMode)]_Src("Src", Float) = 5
- [Enum(UnityEngine.Rendering.BlendMode)]_Dst("Dst", Float) = 10
- [Enum(UnityEngine.Rendering.CullMode)]_CullMode("CullMode", Float) = 0
- [Enum(Off,0,On,1)]_ZWrite("ZWrite", Float) = 1
- [Enum(UnityEngine.Rendering.CompareFunction)]_ZTest("ZTest", Float) = 4
- _Float1("消散边缘软硬度", Range( 0 , 1)) = 0
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- [HideInInspector] __dirty( "", Int ) = 1
- }
- SubShader
- {
- Tags{ "RenderType" = "Custom" "Queue" = "Transparent+0" "IsEmissive" = "true" "PreviewType"="Plane" }
- Cull [_CullMode]
- ZWrite [_ZWrite]
- ZTest [_ZTest]
- Blend [_Src] [_Dst]
-
- CGPROGRAM
- #include "UnityShaderVariables.cginc"
- #pragma target 3.0
- #pragma shader_feature _KEYWORD1_ON
- #pragma shader_feature _KEYWORD2_R _KEYWORD2_G _KEYWORD2_B _KEYWORD2_A
- #pragma shader_feature _KEYWORD3_R _KEYWORD3_G _KEYWORD3_B _KEYWORD3_A
- #pragma shader_feature _KEYWORD0_ON
- #pragma surface surf Unlit keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nofog nometa noforwardadd
- struct Input
- {
- float2 uv_texcoord;
- float4 vertexColor : COLOR;
- };
- uniform float _ZWrite;
- uniform float _ZTest;
- uniform float _CullMode;
- uniform float4 _Color2;
- uniform float4 _Color0;
- uniform sampler2D _MainTex;
- uniform float4 _UVspeed;
- uniform float4 _MainTex_ST;
- uniform sampler2D _OpacityTex;
- uniform float4 _OpacityTex_ST;
- uniform float _MaskStr;
- uniform float _Float1;
- uniform float4 _ColorMask;
- uniform float _Src;
- uniform float _Dst;
- uniform float _ColorStr;
- uniform float _AlphaSTR;
- inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
- {
- return half4 ( 0, 0, 0, s.Alpha );
- }
- void surf( Input i , inout SurfaceOutput o )
- {
- float2 appendResult65 = (float2(_UVspeed.x , _UVspeed.y));
- float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
- float2 panner63 = ( 1.0 * _Time.y * appendResult65 + uv0_MainTex);
- float4 tex2DNode1 = tex2D( _MainTex, panner63 );
- #if defined(_KEYWORD2_R)
- float staticSwitch60 = tex2DNode1.r;
- #elif defined(_KEYWORD2_G)
- float staticSwitch60 = tex2DNode1.g;
- #elif defined(_KEYWORD2_B)
- float staticSwitch60 = tex2DNode1.b;
- #elif defined(_KEYWORD2_A)
- float staticSwitch60 = tex2DNode1.a;
- #else
- float staticSwitch60 = tex2DNode1.a;
- #endif
- float2 appendResult67 = (float2(_UVspeed.z , _UVspeed.w));
- float2 uv0_OpacityTex = i.uv_texcoord * _OpacityTex_ST.xy + _OpacityTex_ST.zw;
- float2 panner68 = ( 1.0 * _Time.y * appendResult67 + uv0_OpacityTex);
- float4 tex2DNode2 = tex2D( _OpacityTex, panner68 );
- #if defined(_KEYWORD3_R)
- float staticSwitch61 = tex2DNode2.r;
- #elif defined(_KEYWORD3_G)
- float staticSwitch61 = tex2DNode2.g;
- #elif defined(_KEYWORD3_B)
- float staticSwitch61 = tex2DNode2.b;
- #elif defined(_KEYWORD3_A)
- float staticSwitch61 = tex2DNode2.a;
- #else
- float staticSwitch61 = tex2DNode2.r;
- #endif
- float4 VertexColor69 = i.vertexColor;
- float temp_output_44_0 = ( 1.0 - ( _MaskStr * (VertexColor69).a ) );
- float clampResult117 = clamp( staticSwitch61 , temp_output_44_0 , 1.0 );
- float lerpResult114 = lerp( (0.0 + (clampResult117 - temp_output_44_0) * (1.0 - 0.0) / (1.0 - temp_output_44_0)) , step( temp_output_44_0 , staticSwitch61 ) , _Float1);
- float temp_output_3_0 = ( staticSwitch60 * lerpResult114 );
- float temp_output_82_0 = max( _ColorMask.x , _ColorMask.y );
- float clampResult79 = clamp( temp_output_3_0 , _ColorMask.x , temp_output_82_0 );
- float4 lerpResult40 = lerp( _Color2 , _Color0 , saturate( (_ColorMask.z + (clampResult79 - _ColorMask.x) * (_ColorMask.w - _ColorMask.z) / (temp_output_82_0 - _ColorMask.x)) ));
- #ifdef _KEYWORD1_ON
- float4 staticSwitch45 = float4( (tex2DNode1).rgb , 0.0 );
- #else
- float4 staticSwitch45 = lerpResult40;
- #endif
- float Src28 = _Src;
- float Dst29 = _Dst;
- #ifdef _KEYWORD0_ON
- float staticSwitch13 = (VertexColor69).a;
- #else
- float staticSwitch13 = 1.0;
- #endif
- o.Emission = ( staticSwitch45 * (( Src28 == Dst29 ) ? temp_output_3_0 : 1.0 ) * _ColorStr * float4( (VertexColor69).rgb , 0.0 ) * (( Src28 == Dst29 ) ? staticSwitch13 : 1.0 ) ).rgb;
- o.Alpha = saturate( ( temp_output_3_0 * _AlphaSTR * staticSwitch13 ) );
- }
- ENDCG
- }
- }
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