This commit is contained in:
龚世杰 2024-12-04 09:28:43 +08:00
commit f0d464bd12
207 changed files with 751119 additions and 30 deletions

View File

@ -4,15 +4,22 @@ using System.Collections;
public class Doors : MonoBehaviour {
private Animator anim = null;
<<<<<<< HEAD
public float currentHP = 20;
// Use this for initialization
void Start () {
=======
// Use this for initialization
void Start () {
>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
anim = GetComponent<Animator> ();
}
// Update is called once per frame
void Update () {
<<<<<<< HEAD
Open();
if (currentHP <= 0)
{
@ -50,4 +57,17 @@ public class Doors : MonoBehaviour {
this.currentHP -= Attack;
return false;
}
=======
}
void OnTriggerEnter(Collider collider)
{
anim.SetBool ("itsopen", true);
}
void OnTriggerExit(Collider collider)
{
anim.SetBool ("itsopen", false);
}
>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
}

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@ -664,8 +664,12 @@ AnimatorStateMachine:
m_State: {fileID: 110232336}
m_Position: {x: 312, y: 348, z: 0}
m_ChildStateMachines: []
<<<<<<< HEAD
m_AnyStateTransitions:
- {fileID: 5928579238428754973}
=======
m_AnyStateTransitions: []
>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
m_EntryTransitions: []
m_StateMachineTransitions: {}
m_StateMachineBehaviours: []
@ -674,6 +678,7 @@ AnimatorStateMachine:
m_ExitPosition: {x: 800, y: 120, z: 0}
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
m_DefaultState: {fileID: 110249708}
<<<<<<< HEAD
--- !u!1101 &5928579238428754973
AnimatorStateTransition:
m_ObjectHideFlags: 1
@ -696,3 +701,5 @@ AnimatorStateTransition:
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
=======
>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330

View File

@ -1,5 +1,6 @@
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<<<<<<< HEAD
--- !u!1101 &-8262018747909486562
AnimatorStateTransition:
m_ObjectHideFlags: 1
@ -22,6 +23,8 @@ AnimatorStateTransition:
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
=======
>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
--- !u!91 &9100000
AnimatorController:
m_ObjectHideFlags: 0
@ -664,8 +667,12 @@ AnimatorStateMachine:
m_State: {fileID: 110233972}
m_Position: {x: 300, y: 348, z: 0}
m_ChildStateMachines: []
<<<<<<< HEAD
m_AnyStateTransitions:
- {fileID: -8262018747909486562}
=======
m_AnyStateTransitions: []
>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
m_EntryTransitions: []
m_StateMachineTransitions: {}
m_StateMachineBehaviours: []

View File

@ -577,16 +577,25 @@ AnimatorStateMachine:
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m_Position: {x: 300, y: 240, z: 0}
m_ChildStateMachines: []
<<<<<<< HEAD
m_AnyStateTransitions:
- {fileID: 3592677004677095205}
m_EntryTransitions: []
m_StateMachineTransitions: {}
m_StateMachineBehaviours: []
m_AnyStatePosition: {x: 60, y: -20, z: 0}
=======
m_AnyStateTransitions: []
m_EntryTransitions: []
m_StateMachineTransitions: {}
m_StateMachineBehaviours: []
m_AnyStatePosition: {x: 50, y: 20, z: 0}
>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
m_EntryPosition: {x: 50, y: 120, z: 0}
m_ExitPosition: {x: 800, y: 120, z: 0}
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
m_DefaultState: {fileID: 110202958}
<<<<<<< HEAD
--- !u!1101 &3592677004677095205
AnimatorStateTransition:
m_ObjectHideFlags: 1
@ -609,3 +618,5 @@ AnimatorStateTransition:
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
=======
>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330

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@ -10,9 +10,16 @@ Material:
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<<<<<<< HEAD
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=======
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m_InvalidKeywords: []
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>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
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@ -9,9 +9,18 @@ Material:
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<<<<<<< HEAD
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 6
=======
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>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
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View File

@ -1,5 +1,6 @@
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<<<<<<< HEAD
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@ -22,6 +23,8 @@ AnimatorStateTransition:
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=======
>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
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@ -808,8 +811,12 @@ AnimatorStateMachine:
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<<<<<<< HEAD
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=======
m_AnyStateTransitions: []
>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
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// Shader created with Shader Forge v1.38
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Shader "Shader Forge/NewShader" {
Properties {
_MainTex ("Albedo", 2D) = "white" {}
_Color_Edge ("Color_Edge", Color) = (0.5019608,0.5019608,0.5019608,1)
_MSA ("MSA", 2D) = "white" {}
_BumpMap ("Normal Map", 2D) = "bump" {}
_Emission ("Emission", 2D) = "white" {}
_EmissionIntensity ("Emission Intensity", Range(0, 2)) = 0.5
_RefractionNormal ("Refraction Normal", 2D) = "white" {}
_RefractionIntensity ("Refraction Intensity", Range(0, 1)) = 0
_Opacity ("Opacity", Range(0, 1)) = 1
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"Queue"="Transparent"
"RenderType"="Transparent"
"DisableBatching"="True"
}
GrabPass{ }
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
Stencil {
Ref 128
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 n3ds wiiu
#pragma target 3.0
uniform sampler2D _GrabTexture;
uniform float4 _Color_Edge;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
uniform sampler2D _MSA; uniform float4 _MSA_ST;
uniform sampler2D _Emission; uniform float4 _Emission_ST;
uniform float _EmissionIntensity;
uniform sampler2D _RefractionNormal; uniform float4 _RefractionNormal_ST;
uniform float _RefractionIntensity;
uniform float _Opacity;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
float3 tangentDir : TEXCOORD5;
float3 bitangentDir : TEXCOORD6;
float4 projPos : TEXCOORD7;
LIGHTING_COORDS(8,9)
UNITY_FOG_COORDS(10)
#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
float4 ambientOrLightmapUV : TEXCOORD11;
#endif
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
#ifdef LIGHTMAP_ON
o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
o.ambientOrLightmapUV.zw = 0;
#elif UNITY_SHOULD_SAMPLE_SH
#endif
#ifdef DYNAMICLIGHTMAP_ON
o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos( v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
o.projPos = ComputeScreenPos (o.pos);
COMPUTE_EYEDEPTH(o.projPos.z);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
float3 normalLocal = _BumpMap_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
float2 node_4474 = (i.uv0*1.0);
float4 _RefractionNormal_var = tex2D(_RefractionNormal,TRANSFORM_TEX(node_4474, _RefractionNormal));
float2 sceneUVs = (i.projPos.xy / i.projPos.w) + (_RefractionNormal_var.rgb.gr*(_RefractionIntensity*0.2));
float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
float Pi = 3.141592654;
float InvPi = 0.31830988618;
///////// Gloss:
float4 _MSA_var = tex2D(_MSA,TRANSFORM_TEX(i.uv0, _MSA));
float gloss = _MSA_var.g;
float perceptualRoughness = 1.0 - _MSA_var.g;
float roughness = perceptualRoughness * perceptualRoughness;
float specPow = exp2( gloss * 10.0 + 1.0 );
/////// GI Data:
UnityLight light;
#ifdef LIGHTMAP_OFF
light.color = lightColor;
light.dir = lightDirection;
light.ndotl = LambertTerm (normalDirection, light.dir);
#else
light.color = half3(0.f, 0.f, 0.f);
light.ndotl = 0.0f;
light.dir = half3(0.f, 0.f, 0.f);
#endif
UnityGIInput d;
d.light = light;
d.worldPos = i.posWorld.xyz;
d.worldViewDir = viewDirection;
d.atten = attenuation;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
d.ambient = 0;
d.lightmapUV = i.ambientOrLightmapUV;
#else
d.ambient = i.ambientOrLightmapUV;
#endif
#if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
d.boxMin[0] = unity_SpecCube0_BoxMin;
d.boxMin[1] = unity_SpecCube1_BoxMin;
#endif
#if UNITY_SPECCUBE_BOX_PROJECTION
d.boxMax[0] = unity_SpecCube0_BoxMax;
d.boxMax[1] = unity_SpecCube1_BoxMax;
d.probePosition[0] = unity_SpecCube0_ProbePosition;
d.probePosition[1] = unity_SpecCube1_ProbePosition;
#endif
d.probeHDR[0] = unity_SpecCube0_HDR;
d.probeHDR[1] = unity_SpecCube1_HDR;
Unity_GlossyEnvironmentData ugls_en_data;
ugls_en_data.roughness = 1.0 - gloss;
ugls_en_data.reflUVW = viewReflectDirection;
UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
lightDirection = gi.light.dir;
lightColor = gi.light.color;
////// Specular:
float NdotL = saturate(dot( normalDirection, lightDirection ));
float LdotH = saturate(dot(lightDirection, halfDirection));
float3 specularColor = _MSA_var.r;
float specularMonochrome;
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 diffuseColor = (_MainTex_var.rgb*_Color_Edge.rgb); // Need this for specular when using metallic
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
specularMonochrome = 1.0-specularMonochrome;
float NdotV = abs(dot( normalDirection, viewDirection ));
float NdotH = saturate(dot( normalDirection, halfDirection ));
float VdotH = saturate(dot( viewDirection, halfDirection ));
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
float normTerm = GGXTerm(NdotH, roughness);
float specularPBL = (visTerm*normTerm) * UNITY_PI;
#ifdef UNITY_COLORSPACE_GAMMA
specularPBL = sqrt(max(1e-4h, specularPBL));
#endif
specularPBL = max(0, specularPBL * NdotL);
#if defined(_SPECULARHIGHLIGHTS_OFF)
specularPBL = 0.0;
#endif
half surfaceReduction;
#ifdef UNITY_COLORSPACE_GAMMA
surfaceReduction = 1.0-0.28*roughness*perceptualRoughness;
#else
surfaceReduction = 1.0/(roughness*roughness + 1.0);
#endif
specularPBL *= any(specularColor) ? 1.0 : 0.0;
float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
half grazingTerm = saturate( gloss + specularMonochrome );
float3 indirectSpecular = (gi.indirect.specular);
indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
indirectSpecular *= surfaceReduction;
float3 specular = (directSpecular + indirectSpecular);
/////// Diffuse:
NdotL = max(0.0,dot( normalDirection, lightDirection ));
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
float nlPow5 = Pow5(1-NdotL);
float nvPow5 = Pow5(1-NdotV);
float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += gi.indirect.diffuse;
indirectDiffuse *= _MSA_var.b; // Diffuse AO
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
////// Emissive:
float4 _Emission_var = tex2D(_Emission,TRANSFORM_TEX(i.uv0, _Emission));
float3 emissive = (_Emission_var.rgb*2.0*_EmissionIntensity);
/// Final Color:
float3 finalColor = diffuse + specular + emissive;
fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,lerp((1.0 - pow(1.0-max(0,dot(i.normalDir, viewDirection)),_Opacity)),1.0,_Opacity)),1);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDADD
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 n3ds wiiu
#pragma target 3.0
uniform sampler2D _GrabTexture;
uniform float4 _Color_Edge;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
uniform sampler2D _MSA; uniform float4 _MSA_ST;
uniform sampler2D _Emission; uniform float4 _Emission_ST;
uniform float _EmissionIntensity;
uniform sampler2D _RefractionNormal; uniform float4 _RefractionNormal_ST;
uniform float _RefractionIntensity;
uniform float _Opacity;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
float3 tangentDir : TEXCOORD5;
float3 bitangentDir : TEXCOORD6;
float4 projPos : TEXCOORD7;
LIGHTING_COORDS(8,9)
UNITY_FOG_COORDS(10)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos( v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
o.projPos = ComputeScreenPos (o.pos);
COMPUTE_EYEDEPTH(o.projPos.z);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
float3 normalLocal = _BumpMap_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float2 node_4474 = (i.uv0*1.0);
float4 _RefractionNormal_var = tex2D(_RefractionNormal,TRANSFORM_TEX(node_4474, _RefractionNormal));
float2 sceneUVs = (i.projPos.xy / i.projPos.w) + (_RefractionNormal_var.rgb.gr*(_RefractionIntensity*0.2));
float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
float3 lightColor = _LightColor0.rgb;
float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
float Pi = 3.141592654;
float InvPi = 0.31830988618;
///////// Gloss:
float4 _MSA_var = tex2D(_MSA,TRANSFORM_TEX(i.uv0, _MSA));
float gloss = _MSA_var.g;
float perceptualRoughness = 1.0 - _MSA_var.g;
float roughness = perceptualRoughness * perceptualRoughness;
float specPow = exp2( gloss * 10.0 + 1.0 );
////// Specular:
float NdotL = saturate(dot( normalDirection, lightDirection ));
float LdotH = saturate(dot(lightDirection, halfDirection));
float3 specularColor = _MSA_var.r;
float specularMonochrome;
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 diffuseColor = (_MainTex_var.rgb*_Color_Edge.rgb); // Need this for specular when using metallic
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
specularMonochrome = 1.0-specularMonochrome;
float NdotV = abs(dot( normalDirection, viewDirection ));
float NdotH = saturate(dot( normalDirection, halfDirection ));
float VdotH = saturate(dot( viewDirection, halfDirection ));
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
float normTerm = GGXTerm(NdotH, roughness);
float specularPBL = (visTerm*normTerm) * UNITY_PI;
#ifdef UNITY_COLORSPACE_GAMMA
specularPBL = sqrt(max(1e-4h, specularPBL));
#endif
specularPBL = max(0, specularPBL * NdotL);
#if defined(_SPECULARHIGHLIGHTS_OFF)
specularPBL = 0.0;
#endif
specularPBL *= any(specularColor) ? 1.0 : 0.0;
float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
float3 specular = directSpecular;
/////// Diffuse:
NdotL = max(0.0,dot( normalDirection, lightDirection ));
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
float nlPow5 = Pow5(1-NdotL);
float nvPow5 = Pow5(1-NdotV);
float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
float3 finalColor = diffuse + specular;
fixed4 finalRGBA = fixed4(finalColor * lerp((1.0 - pow(1.0-max(0,dot(i.normalDir, viewDirection)),_Opacity)),1.0,_Opacity),0);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "Meta"
Tags {
"LightMode"="Meta"
}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_META 1
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#include "UnityMetaPass.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 n3ds wiiu
#pragma target 3.0
uniform float4 _Color_Edge;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform sampler2D _MSA; uniform float4 _MSA_ST;
uniform sampler2D _Emission; uniform float4 _Emission_ST;
uniform float _EmissionIntensity;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
return o;
}
float4 frag(VertexOutput i) : SV_Target {
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
UnityMetaInput o;
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
float4 _Emission_var = tex2D(_Emission,TRANSFORM_TEX(i.uv0, _Emission));
o.Emission = (_Emission_var.rgb*2.0*_EmissionIntensity);
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 diffColor = (_MainTex_var.rgb*_Color_Edge.rgb);
float specularMonochrome;
float3 specColor;
float4 _MSA_var = tex2D(_MSA,TRANSFORM_TEX(i.uv0, _MSA));
diffColor = DiffuseAndSpecularFromMetallic( diffColor, _MSA_var.r, specColor, specularMonochrome );
float roughness = 1.0 - _MSA_var.g;
o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
return UnityMetaFragment( o );
}
ENDCG
}
}
FallBack "Unlit/Transparent"
CustomEditor "ShaderForgeMaterialInspector"
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