修复视角和火焰以及手触分区的Bug

This commit is contained in:
liuliang 2024-11-19 23:18:17 +08:00
parent 88d8fefa0a
commit 856eb5caac
218 changed files with 620787 additions and 119 deletions

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// Made with Amplify Shader Editor v1.9.1.5
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Vefects/SH_Vefects_VFX_SRP_Fire_Flames_01"
{
Properties
{
_EmissiveIntensity("Emissive Intensity", Float) = 1
_Noise_01_Texture("Noise_01_Texture", 2D) = "white" {}
_Noise_02_Texture("Noise_02_Texture", 2D) = "white" {}
_ColorGradientMask("Color Gradient Mask", 2D) = "white" {}
_DistortionMaskTexture("Distortion Mask Texture", 2D) = "white" {}
_Mask_Texture("Mask_Texture", 2D) = "white" {}
_TextureSample2("Texture Sample 2", 2D) = "white" {}
_ColorBottom("Color Bottom", Color) = (1,0.3666667,0,0)
_ColorTop("Color Top", Color) = (1,0.6666667,0,0)
_NoiseDistortion_Texture("NoiseDistortion_Texture", 2D) = "white" {}
_Noise_01_Scale("Noise_01_Scale", Vector) = (0.8,0.8,0,0)
_Noise_02_Scale("Noise_02_Scale", Vector) = (1,1,0,0)
_NoiseDistortion_Scale("NoiseDistortion_Scale", Vector) = (1,1,0,0)
_Noise_01_Speed("Noise_01_Speed", Vector) = (0.5,0.5,0,0)
_Noise_02_Speed("Noise_02_Speed", Vector) = (-0.2,0.4,0,0)
_Mask_Scale("Mask_Scale", Vector) = (1,1,0,0)
_Mask_Offset("Mask_Offset", Vector) = (0,0,0,0)
_NoiseDistortion_Speed("NoiseDistortion_Speed", Vector) = (-0.3,-0.3,0,0)
_Mask_Multiply("Mask_Multiply", Float) = 1
_Noises_Multiply("Noises_Multiply", Float) = 5
_Mask_Power("Mask_Power", Float) = 1
_Noises_Power("Noises_Power", Float) = 1
_DistortionAmount("Distortion Amount", Float) = 1
_DistortionMaskIntensity("Distortion Mask Intensity", Float) = 1
_NoisesOpacityBoost("Noises Opacity Boost", Float) = 1
_DepthFade("Depth Fade", Float) = 1
_WindSpeed("Wind Speed", Float) = 1
_Dissolve("Dissolve", Float) = 0
[Space(13)][Header(AR)][Space(13)]_Cull1("Cull", Float) = 2
_Src1("Src", Float) = 5
_Dst1("Dst", Float) = 10
_ZWrite1("ZWrite", Float) = 0
_ZTest1("ZTest", Float) = 2
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IsEmissive" = "true" }
Cull [_Cull1]
ZWrite [_ZWrite1]
ZTest [_ZTest1]
Blend [_Src1] [_Dst1]
CGPROGRAM
#include "UnityShaderVariables.cginc"
#include "UnityCG.cginc"
#pragma target 3.0
#pragma surface surf Unlit keepalpha noshadow
struct Input
{
float4 vertexColor : COLOR;
float2 uv_texcoord;
float4 screenPos;
};
uniform float _Cull1;
uniform float _Src1;
uniform float _Dst1;
uniform float _ZTest1;
uniform float _ZWrite1;
uniform float4 _ColorBottom;
uniform float4 _ColorTop;
uniform sampler2D _ColorGradientMask;
uniform float4 _ColorGradientMask_ST;
uniform sampler2D _Mask_Texture;
uniform sampler2D _DistortionMaskTexture;
uniform sampler2D _NoiseDistortion_Texture;
uniform float _WindSpeed;
uniform float2 _NoiseDistortion_Speed;
uniform float2 _NoiseDistortion_Scale;
uniform float _DistortionAmount;
uniform float _DistortionMaskIntensity;
uniform float2 _Mask_Scale;
uniform float2 _Mask_Offset;
uniform float _Mask_Power;
uniform float _Mask_Multiply;
uniform sampler2D _Noise_01_Texture;
uniform float2 _Noise_01_Speed;
uniform float2 _Noise_01_Scale;
uniform sampler2D _Noise_02_Texture;
uniform float2 _Noise_02_Speed;
uniform float2 _Noise_02_Scale;
uniform float _Noises_Power;
uniform float _Noises_Multiply;
uniform float _NoisesOpacityBoost;
uniform sampler2D _TextureSample2;
uniform float _EmissiveIntensity;
uniform float _Dissolve;
UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
uniform float4 _CameraDepthTexture_TexelSize;
uniform float _DepthFade;
inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
{
return half4 ( 0, 0, 0, s.Alpha );
}
void surf( Input i , inout SurfaceOutput o )
{
float2 uv_ColorGradientMask = i.uv_texcoord * _ColorGradientMask_ST.xy + _ColorGradientMask_ST.zw;
float4 lerpResult152 = lerp( _ColorBottom , _ColorTop , tex2D( _ColorGradientMask, uv_ColorGradientMask ).r);
float2 uv_TexCoord92 = i.uv_texcoord + float2( 0,0.4 );
float windSpeed60 = ( _WindSpeed * _Time.y );
float2 panner65 = ( windSpeed60 * _NoiseDistortion_Speed + ( i.uv_texcoord * _NoiseDistortion_Scale ));
float Distortion81 = ( ( tex2D( _NoiseDistortion_Texture, panner65 ).r * 0.1 ) * _DistortionAmount );
float2 uv_TexCoord106 = i.uv_texcoord * _Mask_Scale + _Mask_Offset;
float2 panner85 = ( windSpeed60 * _Noise_01_Speed + ( i.uv_texcoord * _Noise_01_Scale ));
float2 panner83 = ( windSpeed60 * _Noise_02_Speed + ( i.uv_texcoord * _Noise_02_Scale ));
float noises109 = saturate( ( pow( ( tex2D( _Noise_01_Texture, ( panner85 + Distortion81 ) ).r * tex2D( _Noise_02_Texture, ( panner83 + Distortion81 ) ).r ) , _Noises_Power ) * _Noises_Multiply ) );
float2 uv_TexCoord116 = i.uv_texcoord + float2( 0,0.4 );
float temp_output_133_0 = ( saturate( ( pow( tex2D( _Mask_Texture, ( ( tex2D( _DistortionMaskTexture, uv_TexCoord92 ).r * ( Distortion81 * _DistortionMaskIntensity ) ) + uv_TexCoord106 ) ).r , _Mask_Power ) * _Mask_Multiply ) ) - ( ( noises109 * _NoisesOpacityBoost ) * tex2D( _TextureSample2, uv_TexCoord116 ).r ) );
o.Emission = ( ( ( i.vertexColor * lerpResult152 ) * temp_output_133_0 ) * _EmissiveIntensity ).rgb;
float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth131 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy ));
float distanceDepth131 = abs( ( screenDepth131 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _DepthFade ) );
o.Alpha = saturate( ( ( ( temp_output_133_0 - _Dissolve ) * saturate( distanceDepth131 ) ) * i.vertexColor.a ) );
}
ENDCG
}
CustomEditor "ASEMaterialInspector"
}
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// Made with Amplify Shader Editor v1.9.1.5
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Vefects/SH_Vefects_VFX_SRP_Heat_Haze_01"
{
Properties
{
_Texture("Texture", 2D) = "white" {}
_TextureChannel("Texture Channel", Vector) = (0,1,0,0)
_DistortionStrength("Distortion Strength", Float) = 7
_DissolveMask("Dissolve Mask", 2D) = "white" {}
[Space(13)][Header(AR)][Space(13)]_Cull1("Cull", Float) = 2
_Src1("Src", Float) = 5
_Dst1("Dst", Float) = 10
_ZWrite1("ZWrite", Float) = 0
_ZTest1("ZTest", Float) = 2
_DissolveUVS("Dissolve UV S", Vector) = (0,0,0,0)
_DissolveUVP("Dissolve UV P", Vector) = (0,0,0,0)
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IsEmissive" = "true" }
Cull [_Cull1]
ZWrite [_ZWrite1]
ZTest [_ZTest1]
Blend [_Src1] [_Dst1]
GrabPass{ }
CGPROGRAM
#include "UnityShaderVariables.cginc"
#pragma target 3.0
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex);
#else
#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex)
#endif
#pragma surface surf Unlit keepalpha noshadow
#undef TRANSFORM_TEX
#define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w)
struct Input
{
float4 screenPos;
float4 vertexColor : COLOR;
float4 uv_texcoord;
};
uniform float _Cull1;
uniform float _Src1;
uniform float _Dst1;
uniform float _ZTest1;
uniform float _ZWrite1;
ASE_DECLARE_SCREENSPACE_TEXTURE( _GrabTexture )
uniform sampler2D _Texture;
uniform float4 _Texture_ST;
uniform float4 _TextureChannel;
uniform sampler2D _DissolveMask;
uniform float2 _DissolveUVP;
uniform float2 _DissolveUVS;
uniform float _DistortionStrength;
inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
{
return half4 ( 0, 0, 0, s.Alpha );
}
void surf( Input i , inout SurfaceOutput o )
{
float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw;
float dotResult15 = dot( tex2D( _Texture, uv_Texture ) , _TextureChannel );
float2 panner47 = ( 1.0 * _Time.y * _DissolveUVP + ( i.uv_texcoord.xy * _DissolveUVS ));
float4 temp_output_28_0 = ( i.vertexColor.a * ( saturate( dotResult15 ) * ( saturate( tex2D( _DissolveMask, panner47 ) ) + i.uv_texcoord.z ) ) );
float4 screenColor31 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_GrabTexture,( ase_screenPosNorm + ( temp_output_28_0 * _DistortionStrength ) ).xy);
o.Emission = (screenColor31).rgb;
o.Alpha = saturate( temp_output_28_0 ).r;
}
ENDCG
}
CustomEditor "ASEMaterialInspector"
}
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// Made with Amplify Shader Editor v1.9.1.5
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Vefects/SH_Vefects_VFX_SRP_Particles_Erosion_01"
{
Properties
{
_Noise_01_Texture("Noise_01_Texture", 2D) = "white" {}
_Noise_02_Texture("Noise_02_Texture", 2D) = "white" {}
_MaskTexture("Mask Texture", 2D) = "white" {}
_MaskMoveTexture("Mask Move Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,0)
_NoiseDistortionTexture("Noise Distortion Texture", 2D) = "white" {}
_Noise01Scale("Noise 01 Scale", Vector) = (0.8,0.8,0,0)
_Noise02Scale("Noise 02 Scale", Vector) = (1,1,0,0)
_NoiseDistortionScale("Noise Distortion Scale", Vector) = (1,1,0,0)
_Noise01Speed("Noise 01 Speed", Vector) = (0.5,0.5,0,0)
_Noise02Speed("Noise 02 Speed", Vector) = (-0.2,0.4,0,0)
_MaskMoveScale("Mask Move Scale", Vector) = (1,1,0,0)
_MaskScale("Mask Scale", Vector) = (1,1,0,0)
_MaskOffset("Mask Offset", Vector) = (0,0,0,0)
_NoiseDistortionSpeed("Noise Distortion Speed", Vector) = (0.2,0.25,0,0)
_MaskMultiply("Mask Multiply", Float) = 1
_MaskMoveMultiply("Mask Move Multiply", Float) = 1
_NoisesMultiply("Noises Multiply", Float) = 1
_MaskPower("Mask Power", Float) = 1
_NoisesPower("Noises Power", Float) = 1
_MaskMovePower("Mask Move Power", Float) = 1
_Distortion("Distortion", Float) = 1
_DistortionIntensity("Distortion Intensity", Float) = 0
_OpacityBoost("Opacity Boost", Float) = 5
_EmissionIntensity("Emission Intensity", Float) = 1
_WindSpeed("Wind Speed", Float) = 1
_MaskSpeed("Mask Speed", Float) = 0
_Dissolve("Dissolve", Float) = 0
[Space(13)][Header(AR)][Space(13)]_Cull1("Cull", Float) = 2
_Src1("Src", Float) = 5
_Dst1("Dst", Float) = 10
_ZWrite1("ZWrite", Float) = 0
_ZTest1("ZTest", Float) = 2
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] _texcoord2( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IsEmissive" = "true" }
Cull [_Cull1]
ZWrite [_ZWrite1]
ZTest [_ZTest1]
Blend [_Src1] [_Dst1]
CGPROGRAM
#include "UnityShaderVariables.cginc"
#pragma target 3.0
#pragma surface surf Unlit keepalpha noshadow
#undef TRANSFORM_TEX
#define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w)
struct Input
{
float4 vertexColor : COLOR;
float2 uv_texcoord;
float4 uv2_texcoord2;
};
uniform float _Cull1;
uniform float _Src1;
uniform float _Dst1;
uniform float _ZTest1;
uniform float _ZWrite1;
uniform float4 _Color;
uniform sampler2D _MaskTexture;
uniform sampler2D _NoiseDistortionTexture;
uniform float _WindSpeed;
uniform float2 _NoiseDistortionSpeed;
uniform float2 _NoiseDistortionScale;
uniform float _Distortion;
uniform float _DistortionIntensity;
uniform float _MaskSpeed;
uniform float2 _MaskScale;
uniform float2 _MaskOffset;
uniform float _MaskPower;
uniform float _MaskMultiply;
uniform sampler2D _MaskMoveTexture;
uniform float2 _MaskMoveScale;
uniform float _MaskMovePower;
uniform float _MaskMoveMultiply;
uniform sampler2D _Noise_01_Texture;
uniform float2 _Noise01Speed;
uniform float2 _Noise01Scale;
uniform sampler2D _Noise_02_Texture;
uniform float2 _Noise02Speed;
uniform float2 _Noise02Scale;
uniform float _NoisesPower;
uniform float _NoisesMultiply;
uniform float _EmissionIntensity;
uniform float _OpacityBoost;
uniform float _Dissolve;
inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
{
return half4 ( 0, 0, 0, s.Alpha );
}
void surf( Input i , inout SurfaceOutput o )
{
float windSpeed13 = ( _WindSpeed * _Time.y );
float2 uv_TexCoord15 = i.uv_texcoord * _NoiseDistortionScale;
float2 panner18 = ( windSpeed13 * _NoiseDistortionSpeed + uv_TexCoord15);
float Distortion31 = ( ( tex2D( _NoiseDistortionTexture, panner18 ).r * 0.1 ) * _Distortion );
float2 appendResult44 = (float2(_MaskSpeed , 0.0));
float2 uv_TexCoord39 = i.uv_texcoord * _MaskScale + _MaskOffset;
float2 panner49 = ( windSpeed13 * appendResult44 + uv_TexCoord39);
float2 uv_TexCoord50 = i.uv_texcoord * _MaskMoveScale;
float2 appendResult52 = (float2(i.uv2_texcoord2.z , i.uv2_texcoord2.w));
float2 uv_TexCoord28 = i.uv_texcoord * _Noise01Scale;
float2 panner45 = ( windSpeed13 * _Noise01Speed + uv_TexCoord28);
float2 uv_TexCoord35 = i.uv_texcoord * _Noise02Scale;
float2 panner43 = ( windSpeed13 * _Noise02Speed + uv_TexCoord35);
float Noises77 = saturate( ( pow( ( tex2D( _Noise_01_Texture, ( Distortion31 + panner45 ) ).r * tex2D( _Noise_02_Texture, ( Distortion31 + panner43 ) ).r ) , _NoisesPower ) * _NoisesMultiply ) );
float temp_output_82_0 = ( saturate( ( saturate( ( pow( tex2D( _MaskTexture, ( ( Distortion31 * _DistortionIntensity ) + panner49 ) ).r , _MaskPower ) * _MaskMultiply ) ) * saturate( ( pow( tex2D( _MaskMoveTexture, ( uv_TexCoord50 + appendResult52 ) ).r , _MaskMovePower ) * _MaskMoveMultiply ) ) ) ) * Noises77 );
o.Emission = ( ( ( _Color * i.vertexColor ) * temp_output_82_0 ) * _EmissionIntensity ).rgb;
float temp_output_90_0 = ( saturate( ( temp_output_82_0 * _OpacityBoost ) ) - ( i.uv2_texcoord2.x + _Dissolve ) );
o.Alpha = saturate( ( i.vertexColor.a * temp_output_90_0 ) );
}
ENDCG
}
CustomEditor "ASEMaterialInspector"
}
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buildTarget: DefaultTexturePlatform
maxTextureSize: 256
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textureCompression: 2
compressionQuality: 50
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androidETC2FallbackOverride: 0
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spritePackingTag:
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