This commit is contained in:
2025-11-14 18:44:06 +08:00
parent 10156da245
commit 22e867d077
7013 changed files with 2572882 additions and 1804 deletions

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// Made with Amplify Shader Editor v1.9.9.4
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Hidden/Baking Barrels"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
_BaseColorMap( "Base Color Map", 2D ) = "white" {}
_Mask( "Mask", 2D ) = "white" {}
_AmbientOcclusion( "Ambient Occlusion", 2D ) = "white" {}
_SpecularSmoothness( "Specular Smoothness", 2D ) = "white" {}
_Normal( "Normal", 2D ) = "bump" {}
_paintSpecular( "paintSpecular", Float ) = 0.1
_paintSmoothness( "paintSmoothness", Float ) = 0.8
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
Cull Back
HLSLINCLUDE
#pragma target 3.0
ENDHLSL
Pass
{
Tags { "LightMode"="UniversalForward" }
Name "Base"
Blend One Zero
ZWrite On
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define ASE_VERSION 19904
#define ASE_SRP_VERSION 140012
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
// -------------------------------------
// Lightweight Pipeline keywords
#pragma shader_feature _SAMPLE_GI
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fog
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_NORMAL
// Lighting include is needed because of GI
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
sampler2D _BaseColorMap;
sampler2D _Normal;
sampler2D _AmbientOcclusion;
sampler2D _SpecularSmoothness;
sampler2D _Mask;
CBUFFER_START( UnityPerMaterial )
float4 _BaseColorMap_ST;
float4 _Normal_ST;
float4 _AmbientOcclusion_ST;
float4 _SpecularSmoothness_ST;
float4 _Mask_ST;
float _paintSpecular;
float _paintSmoothness;
CBUFFER_END
struct GraphVertexInput
{
float4 vertex : POSITION;
float4 ase_normal : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
float4 ase_tangent : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct GraphVertexOutput
{
float4 position : POSITION;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
GraphVertexOutput vert (GraphVertexInput v)
{
GraphVertexOutput o = (GraphVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 ase_tangentWS = TransformObjectToWorldDir( v.ase_tangent.xyz );
o.ase_texcoord1.xyz = ase_tangentWS;
float3 ase_normalWS = TransformObjectToWorldNormal( v.ase_normal.xyz );
o.ase_texcoord2.xyz = ase_normalWS;
float ase_tangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
float3 ase_bitangentWS = cross( ase_normalWS, ase_tangentWS ) * ase_tangentSign;
o.ase_texcoord3.xyz = ase_bitangentWS;
float4 ase_positionCS = TransformObjectToHClip( ( v.vertex ).xyz );
float4 screenPos = ComputeScreenPos( ase_positionCS );
o.ase_texcoord4 = screenPos;
o.ase_texcoord.xy = v.ase_texcoord.xy;
o.ase_color = v.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord.zw = 0;
o.ase_texcoord1.w = 0;
o.ase_texcoord2.w = 0;
o.ase_texcoord3.w = 0;
v.vertex.xyz += float3( 0, 0, 0 ) ;
o.position = TransformObjectToHClip(v.vertex.xyz);
return o;
}
void frag( GraphVertexOutput IN ,
out half4 outGBuffer0 : SV_Target0,
out half4 outGBuffer1 : SV_Target1,
out half4 outGBuffer2 : SV_Target2,
out half4 outGBuffer3 : SV_Target3,
out half4 outGBuffer4 : SV_Target4,
out half4 outGBuffer5 : SV_Target5,
out half4 outGBuffer6 : SV_Target6,
out half4 outGBuffer7 : SV_Target7,
out float outDepth : SV_Depth
)
{
UNITY_SETUP_INSTANCE_ID( IN );
float2 uv_BaseColorMap = IN.ase_texcoord.xy * _BaseColorMap_ST.xy + _BaseColorMap_ST.zw;
float4 tex2DNode179 = tex2D( _BaseColorMap, uv_BaseColorMap );
float4 appendResult188 = (float4(tex2DNode179.rgb , 1.0));
float2 uv_Normal = IN.ase_texcoord.xy * _Normal_ST.xy + _Normal_ST.zw;
float2 uv_AmbientOcclusion = IN.ase_texcoord.xy * _AmbientOcclusion_ST.xy + _AmbientOcclusion_ST.zw;
float occlusion146 = tex2D( _AmbientOcclusion, uv_AmbientOcclusion ).r;
float2 uv_SpecularSmoothness = IN.ase_texcoord.xy * _SpecularSmoothness_ST.xy + _SpecularSmoothness_ST.zw;
float4 tex2DNode142 = tex2D( _SpecularSmoothness, uv_SpecularSmoothness );
float specular152 = ( tex2DNode142.a * 0.5 );
float2 uv_Mask = IN.ase_texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
float smoothstepResult166 = smoothstep( 0.35 , -0.15 , ( ( 1.0 - ( occlusion146 * saturate( (IN.ase_color.r*0.6 + 0.79) ) ) ) + specular152 + ( 1.0 - tex2D( _Mask, uv_Mask ).r ) ));
float paintMask172 = smoothstepResult166;
float3 lerpResult182 = lerp( UnpackNormalScale( tex2D( _Normal, uv_Normal ), 1.0f ) , float3( 0, 0, 1 ) , ( paintMask172 * occlusion146 ));
float3 ase_tangentWS = IN.ase_texcoord1.xyz;
float3 ase_normalWS = IN.ase_texcoord2.xyz;
float3 ase_bitangentWS = IN.ase_texcoord3.xyz;
float3 tanToWorld0 = float3( ase_tangentWS.x, ase_bitangentWS.x, ase_normalWS.x );
float3 tanToWorld1 = float3( ase_tangentWS.y, ase_bitangentWS.y, ase_normalWS.y );
float3 tanToWorld2 = float3( ase_tangentWS.z, ase_bitangentWS.z, ase_normalWS.z );
float3 tanNormal8_g3 = lerpResult182;
float3 worldNormal8_g3 = float3( dot( tanToWorld0, tanNormal8_g3 ), dot( tanToWorld1, tanNormal8_g3 ), dot( tanToWorld2, tanNormal8_g3 ) );
float4 screenPos = IN.ase_texcoord4;
float ase_depthRaw = screenPos.z / screenPos.w;
float4 appendResult11_g3 = (float4((worldNormal8_g3*0.5 + 0.5) , ase_depthRaw));
float smoothness163 = tex2DNode142.a;
float2 appendResult168 = (float2(specular152 , smoothness163));
float2 appendResult175 = (float2(_paintSpecular , _paintSmoothness));
float2 lerpResult181 = lerp( appendResult168 , appendResult175 , paintMask172);
float4 appendResult186 = (float4(lerpResult181 , occlusion146 , paintMask172));
outGBuffer0 = appendResult188;
outGBuffer1 = appendResult11_g3;
outGBuffer2 = appendResult186;
outGBuffer3 = 0;
outGBuffer4 = 0;
outGBuffer5 = 0;
outGBuffer6 = 0;
outGBuffer7 = 0;
float alpha = ( tex2DNode179.a - 0.5 );
#if _AlphaClip
clip( alpha );
#endif
outDepth = IN.position.z;
}
ENDHLSL
}
}
CustomEditor "AmplifyShaderEditor.MaterialInspector"
Fallback Off
}
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