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92 lines
2.3 KiB
92 lines
2.3 KiB
Shader "ZDStudio/粒子/定点溶解"
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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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[Vector2(1)] _DissolveCenterUV("Dissolve Center UV", Vector) = (0,1,0)
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_WorldSpaceScale("World Space Dissolve Factor", float) = 0.1
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_DissTex("Dissolve Texture", 2D) = "white"{}
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_EdgeWidth("Edge Wdith", float) = 0
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[HDR]_DlvEdgeColor("Dissolve Edge Color", Color) = (0.0, 0.0, 0.0, 0)
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_Smoothness("Smoothness", Range(0.001, 1)) = 0.2
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[ScaleOffset] _DissTex_Scroll("Scroll", Vector) = (0, 0, 0, 0)
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_Clip("Clip", float) = 0
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}
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SubShader
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{
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Tags { "Queue" = "Geometry" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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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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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float4 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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sampler2D _DissTex;
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float4 _MainTex_ST;
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float4 _DissTex_ST;
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float2 _DissolveCenterUV;
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half _Clip;
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half _WorldSpaceScale;
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half _Smoothness;
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float4 _DlvEdgeColor;
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float _EdgeWidth;
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float2 _DissTex_Scroll;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
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o.uv.zw = TRANSFORM_TEX(v.uv, _DissTex) + frac(_DissTex_Scroll.xy * _Time.x);
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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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fixed4 col = tex2D(_MainTex, i.uv.xy);
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fixed dissove = tex2D(_DissTex, i.uv.zw).r;
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float dist = distance(_DissolveCenterUV, i.uv.xy);
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dissove = dissove + dist * _WorldSpaceScale;
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float dissolve_alpha = step(_Clip, dissove);
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clip(dissolve_alpha - 0.5);
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float edge_area = saturate(1 - saturate((dissove - _Clip - _EdgeWidth) / _Smoothness));
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edge_area *= _DlvEdgeColor.a;
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col.rgb = col.rgb * (1 - edge_area) + _DlvEdgeColor.rgb * edge_area;
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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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}
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