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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| } |