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85 lines
2.6 KiB
Plaintext
85 lines
2.6 KiB
Plaintext
Shader "Custom/AirWall"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Threshold1 ("Threshold 1", Range(0, 10)) = 0.5
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_Threshold2 ("Threshold 2", Range(0, 10)) = 2
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_WorldPos ("WorldPos", Vector) = (0, 0, 0, 0)
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_Color ("Color", Color) = (1,1,1,1)
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_FlowSpeed ("Flow Speed", Range(0, 1)) = 0.1
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_NoiseTex ("Noise Texture", 2D) = "white" {}
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_Speed ("Speed", Range(0, 10)) = 1
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_Strength ("Strength", Range(0, 1)) = 0.1
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent" "RenderType"="Transparent"
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}
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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Zwrite off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float3 worldPos : TEXCOORD0;
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float2 uv : TEXCOORD1;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _Threshold1;
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float _Threshold2;
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float4 _WorldPos;
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fixed4 _Color;
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uniform float _FlowSpeed;
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float4 _LevelRect;
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sampler2D _NoiseTex;
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float _Speed;
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float _Strength;
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v2f vert(appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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o.uv = v.uv;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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//裁剪
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float distance = length(i.worldPos - _WorldPos.xyz);
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float rate = saturate((distance - _Threshold1) / (_Threshold2 - _Threshold1));
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float alpha = 1.0 - pow(rate, 0.5f);
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float2 offset = float2(0, _Time[0] * _FlowSpeed);
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float2 offsetNoise = float2(_Time[0] * _Speed, _Time[0] * _Speed);
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float4 noise = tex2D(_NoiseTex, i.uv + offsetNoise);
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float2 uv = i.uv + offset + noise.rg * _Strength;
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alpha = alpha * tex2D(_MainTex, uv * _MainTex_ST.xy).r;
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fixed4 col = fixed4(_Color.rgb, alpha);
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return col;
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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} |