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
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Hidden/Baking Barrels"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_Mask("Mask", 2D) = "white" {}
_AmbientOcclusion("Ambient Occlusion", 2D) = "white" {}
_SpecularSmoothness("Specular Smoothness", 2D) = "white" {}
_Normal("Normal", 2D) = "bump" {}
_Cutoff("Cutoff", Float) = 0.5
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
CGINCLUDE
#pragma target 4.0
ENDCG
Cull Back
Pass
{
Name "Unlit"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#include "UnityShaderVariables.cginc"
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
float4 ase_tangent : TANGENT;
float3 ase_normal : NORMAL;
};
struct v2f
{
UNITY_POSITION(pos);
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
};
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform sampler2D _Normal;
uniform float4 _Normal_ST;
uniform sampler2D _AmbientOcclusion;
uniform float4 _AmbientOcclusion_ST;
uniform sampler2D _SpecularSmoothness;
uniform float4 _SpecularSmoothness_ST;
uniform sampler2D _Mask;
uniform float4 _Mask_ST;
uniform float _Cutoff;
v2f vert(appdata v )
{
v2f o = (v2f)0;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
UNITY_TRANSFER_INSTANCE_ID( v, o );
float3 ase_worldTangent = UnityObjectToWorldDir(v.ase_tangent);
o.ase_texcoord1.xyz = ase_worldTangent;
float3 ase_worldNormal = UnityObjectToWorldNormal(v.ase_normal);
o.ase_texcoord2.xyz = ase_worldNormal;
float ase_vertexTangentSign = v.ase_tangent.w * unity_WorldTransformParams.w;
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
o.ase_texcoord3.xyz = ase_worldBitangent;
float3 objectToViewPos = UnityObjectToViewPos(v.vertex.xyz);
float eyeDepth = -objectToViewPos.z;
o.ase_texcoord.z = eyeDepth;
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.w = 0;
o.ase_texcoord1.w = 0;
o.ase_texcoord2.w = 0;
o.ase_texcoord3.w = 0;
v.vertex.xyz += float3(0,0,0) ;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
void frag(v2f i ,
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( i );
float2 uv_MainTex = i.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float4 tex2DNode179 = tex2D( _MainTex, uv_MainTex );
float4 appendResult188 = (float4(tex2DNode179.rgb , 1.0));
float2 uv_Normal = i.ase_texcoord.xy * _Normal_ST.xy + _Normal_ST.zw;
float2 uv_AmbientOcclusion = i.ase_texcoord.xy * _AmbientOcclusion_ST.xy + _AmbientOcclusion_ST.zw;
float occlusion146 = tex2D( _AmbientOcclusion, uv_AmbientOcclusion ).r;
float2 uv_SpecularSmoothness = i.ase_texcoord.xy * _SpecularSmoothness_ST.xy + _SpecularSmoothness_ST.zw;
float4 tex2DNode142 = tex2D( _SpecularSmoothness, uv_SpecularSmoothness );
float specular152 = ( tex2DNode142.a * 0.5 );
float2 uv_Mask = i.ase_texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
float smoothstepResult166 = smoothstep( 0.35 , -0.15 , ( ( 1.0 - ( occlusion146 * saturate( (i.ase_color.r*0.6 + 0.79) ) ) ) + specular152 + ( 1.0 - tex2D( _Mask, uv_Mask ).r ) ));
float paintMask172 = smoothstepResult166;
float3 lerpResult182 = lerp( UnpackNormal( tex2D( _Normal, uv_Normal ) ) , float3(0,0,1) , ( paintMask172 * occlusion146 ));
float3 ase_worldTangent = i.ase_texcoord1.xyz;
float3 ase_worldNormal = i.ase_texcoord2.xyz;
float3 ase_worldBitangent = i.ase_texcoord3.xyz;
float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x );
float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y );
float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z );
float3 tanNormal8_g3 = lerpResult182;
float3 worldNormal8_g3 = float3(dot(tanToWorld0,tanNormal8_g3), dot(tanToWorld1,tanNormal8_g3), dot(tanToWorld2,tanNormal8_g3));
float eyeDepth = i.ase_texcoord.z;
float temp_output_4_0_g3 = ( -1.0 / UNITY_MATRIX_P[2].z );
float temp_output_7_0_g3 = ( ( eyeDepth + temp_output_4_0_g3 ) / temp_output_4_0_g3 );
float4 appendResult11_g3 = (float4((worldNormal8_g3*0.5 + 0.5) , temp_output_7_0_g3));
float smoothness163 = tex2DNode142.a;
float2 appendResult168 = (float2(specular152 , smoothness163));
float2 appendResult175 = (float2(0.1 , 0.8));
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 - _Cutoff );
clip( alpha );
outDepth = i.pos.z;
}
ENDCG
}
}
}
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