风雷之渊材质替换

This commit is contained in:
Game
2026-05-09 01:06:32 +08:00
parent 4c35ed9d2b
commit c6658b9485
18 changed files with 1247 additions and 979 deletions
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m_LockedProperties:
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m_Offset: {x: 0, y: 0}
m_Ints: {}
m_Ints: []
m_Floats:
_ACES_Enable: 0
_AOScale: 1
_Albedo: 0
_AlphaClip: 1
_AlphaCutoff: 0.5
_AlphaIgnoreMetallicEnable: 0
_AlphaTestEnable: 0
_AlphaThrehold: 0
_Auto: 1
_BaseColorInMetal: 0.6
_BloomClamp: 30
_Brightness: 1.07
_CUSTOMLIGHT_ADD: 1
_CUSTOMLIGHT_ON: 1
_CameraFOV: 126.81
_ChangeAmount: 0
_ClearcoatContrast: 1
_ClearcoatEnable: 0
_ClearcoatIntensity: 1
_ClearcoatMipmapLevel: 0
_ClearcoatSaturation: 1
_ClearcoatSmooth: 0.25
_ClearcoatThreshold: 0
_Contrast: 1
_CullMode: 2
_CustomAddLightIntensity: 0.4
_CustomMainLightIntensity: 0.8
_DISSOLVE_ON: 0
_DarkSmooth: 0
_DarkThreshold: 0.382
_DirectionalFresnel: 1
_DissAmount: 0
_Dissolve: 0
_DissolveSpread: 0.11
_DstBlend: 0
_EdgeIntensity: 0
_EdgeWidth: 0
_Emission: 0
_EmissionBlend: 0
_EmissionChannel: 0
_EmissionExposure: 10
_EmissionIntensity: 3.75
_EnablePersp: 0
_FalloffFactor: 0.5
_FixBrightness: 1.05
_FixContrast: 1.05
_FixSaturation: 1.05
_FixSubstancePainter: 1
_FresnelIntensity: 1
_FresnelSmooth: 0
_FresnelThreshold: 1
_FrozenAlpha: 1
_FrozenCubeIndensity: 1.3
_FrozenCubeMipmapLevel: 1
_FrozenDiffuseIntensity: 0.2
_FrozenDisortion: 0
_FrozenEnable: 0
_FrozenNormalMapScale: 1
_FrozenSpecularPow: 5
_HalfLambertFactor: 0.111
_Hit: 0
_HitRim: 1
_HitRimHardness: 1.46
_HitRimRange: 0.81
_Hit_RIM: 0
_IgnoreRoughness: 0
_IndependentEmissionTex1: 1
_IndirPow: 2.9
_IndirRadius: 1.045
_Iridescence: 1
_IridescenceEnhance: 1
_IridescenceThickness: 1
_IridescenceThickness2: 1
_Iridescence_Enhance_On: 0
_Iridescence_On: 0
_LocalPositionRange: 0
_MainTexMipmapBias: 0
_MaskClipValue: 0
_MatcapEnable: 0
_MatcapPow: 1
_MatcapRotation: 0
_MatcapScale: 1
_MedSmooth: 0.106
_MedThreshold: 0.235
_MetalCompensate: 1.06
_MetalReflProbeIntensity: 0.23
_MetalicRemapMax: 1
_MetalicRemapMin: 0.4044853
_Metallic: 0
_MetallicAdd: 0.16
_MetallicScale: 1
_MipmapLevel: 7
_Mode: 0
_NometalReflProbeIntensity: 0.86
_NormalScale: 1.63
_ObejectUVSwitch: 0
_ObjectScale: 1
_Occlusion: 0
_OcclusionAdd: -0.04
_QueueOffset: 0
_RIM_ON: 0
_RealAlpha: 1
_ReflectSmooth: 0.265
_ReflectThreshold: 0.34
_ReflectionIntensity: 1.15
_RimHardness: 5
_RimMultiSelfColor: 0
_RimRange: 6.46
_RotateAngleX: 156
_RotateAngleY: 180
_RotateSpeedX: 0
_RotateSpeedY: 0
_Rotation: 4.9
_Roughness: 0
_RoughnessAdd: 0.02
_RoughnessRemapMax: 1
_RoughnessRemapMin: 0.12387428
_RoughnessScale: 1
_SSSEnable: 0
_SSSStrength: 1
_Saturation1: 1
_SecondLobeWeight: 0.5
_SelfShadowSwitch: 0
_SparkDensity: 20
_SparkIntensity: 1
_SparkRange: 0.5
_SpecularIntensity: 0.2
_Spread: 0
_SrcBlend: 1
_ThicknessMax: 1
_ThicknessMin: 0
_TimeSpeed: 0
_UporDrow: 1
_UseCompAO: 0
_UseIndirSpecular: 1
_UseLocalPosDissolve: 0
_VertexFragNormalSwitch: 0
_WorldNormal: 0
_ZWrite: 1
- _ACES_Enable: 0
- _AOScale: 1
- _Albedo: 0
- _AlphaClip: 1
- _AlphaCutoff: 0.5
- _AlphaIgnoreMetallicEnable: 0
- _AlphaTestEnable: 0
- _AlphaThrehold: 0
- _Auto: 1
- _BaseColorInMetal: 0.6
- _BloomClamp: 30
- _Brightness: 1.07
- _CUSTOMLIGHT_ADD: 1
- _CUSTOMLIGHT_ON: 1
- _CameraFOV: 126.81
- _ChangeAmount: 0
- _ClearcoatContrast: 1
- _ClearcoatEnable: 0
- _ClearcoatIntensity: 1
- _ClearcoatMipmapLevel: 0
- _ClearcoatSaturation: 1
- _ClearcoatSmooth: 0.25
- _ClearcoatThreshold: 0
- _Contrast: 1
- _CullMode: 2
- _CustomAddLightIntensity: 0.4
- _CustomMainLightIntensity: 0.8
- _DISSOLVE_ON: 0
- _DarkSmooth: 0
- _DarkThreshold: 0.382
- _DirectionalFresnel: 1
- _DissAmount: 0
- _Dissolve: 0
- _DissolveSpread: 0.11
- _DstBlend: 0
- _EdgeIntensity: 0
- _EdgeWidth: 0
- _Emission: 0
- _EmissionBlend: 0
- _EmissionChannel: 0
- _EmissionExposure: 10
- _EmissionIntensity: 3.75
- _EnablePersp: 0
- _FalloffFactor: 0.5
- _FixBrightness: 1.05
- _FixContrast: 1.05
- _FixSaturation: 1.05
- _FixSubstancePainter: 1
- _FresnelIntensity: 1
- _FresnelSmooth: 0
- _FresnelThreshold: 1
- _FrozenAlpha: 1
- _FrozenCubeIndensity: 1.3
- _FrozenCubeMipmapLevel: 1
- _FrozenDiffuseIntensity: 0.2
- _FrozenDisortion: 0
- _FrozenEnable: 0
- _FrozenNormalMapScale: 1
- _FrozenSpecularPow: 5
- _HalfLambertFactor: 0.111
- _Hit: 0
- _HitRim: 1
- _HitRimHardness: 1.46
- _HitRimRange: 0.81
- _Hit_RIM: 0
- _IgnoreRoughness: 0
- _IndependentEmissionTex1: 1
- _IndirPow: 2.9
- _IndirRadius: 1.045
- _Iridescence: 1
- _IridescenceEnhance: 1
- _IridescenceThickness: 1
- _IridescenceThickness2: 1
- _Iridescence_Enhance_On: 0
- _Iridescence_On: 0
- _LocalPositionRange: 0
- _MainTexMipmapBias: 0
- _MaskClipValue: 0
- _MatcapEnable: 0
- _MatcapPow: 1
- _MatcapRotation: 0
- _MatcapScale: 1
- _MedSmooth: 0.106
- _MedThreshold: 0.235
- _MetalCompensate: 1.06
- _MetalReflProbeIntensity: 0.23
- _MetalicRemapMax: 1
- _MetalicRemapMin: 0.4044853
- _Metallic: 0
- _MetallicAdd: 0.16
- _MetallicScale: 1
- _MipmapLevel: 7
- _Mode: 0
- _NometalReflProbeIntensity: 0.86
- _NormalScale: 1.63
- _ObejectUVSwitch: 0
- _ObjectScale: 1
- _Occlusion: 0
- _OcclusionAdd: -0.04
- _QueueOffset: 0
- _RIM_ON: 0
- _RealAlpha: 1
- _ReflectSmooth: 0.265
- _ReflectThreshold: 0.34
- _ReflectionIntensity: 1.15
- _RimHardness: 5
- _RimMultiSelfColor: 0
- _RimRange: 6.46
- _RotateAngleX: 156
- _RotateAngleY: 180
- _RotateSpeedX: 0
- _RotateSpeedY: 0
- _Rotation: 4.9
- _Roughness: 0
- _RoughnessAdd: 0.02
- _RoughnessRemapMax: 1
- _RoughnessRemapMin: 0.12387428
- _RoughnessScale: 1
- _SSSEnable: 0
- _SSSStrength: 1
- _Saturation1: 1.48
- _SecondLobeWeight: 0.5
- _SelfShadowSwitch: 0
- _SparkDensity: 20
- _SparkIntensity: 1
- _SparkRange: 0.5
- _SpecularIntensity: 0.2
- _Spread: 0
- _SrcBlend: 1
- _ThicknessMax: 1
- _ThicknessMin: 0
- _TimeSpeed: 0
- _UporDrow: 1
- _UseCompAO: 0
- _UseIndirSpecular: 1
- _UseLocalPosDissolve: 0
- _VertexFragNormalSwitch: 0
- _WorldNormal: 0
- _ZWrite: 1
m_Colors:
_Color: {r: 1, g: 1, b: 1, a: 1}
_CustomAddLightColor: {r: 1, g: 1, b: 1, a: 0}
_CustomAddLightDir: {r: 0.58, g: 1.3, b: -1, a: 0}
_CustomMainLightColor: {r: 1, g: 1, b: 1, a: 0}
_CustomMainLightDir: {r: -8.9, g: 63.3, b: -37.4, a: 1}
_DarkColor: {r: 0.8679245, g: 0.7393486, b: 0.5049246, a: 1}
_EdgeColor: {r: 1, g: 1, b: 1, a: 1}
_EmissionCol: {r: 0.93207544, g: 0.84035987, b: 0.5328657, a: 0}
_EmissionColor: {r: 1, g: 1, b: 1, a: 1}
_EmissionColor1: {r: 1, g: 1, b: 1, a: 0}
_FalloffColor: {r: 1, g: 1, b: 1, a: 1}
_FrozenColor: {r: 1, g: 1, b: 1, a: 1}
_FrozenCubeColor: {r: 1, g: 1, b: 1, a: 1}
_FrozenDiffuseDownColor: {r: 0.24999997, g: 0.24999997, b: 0.24999997, a: 1}
_FrozenDiffuseSideColor: {r: 0, g: 0.27999997, b: 0.45999992, a: 1}
_FrozenDiffuseUpColor: {r: 0.72, g: 0.9, b: 1, a: 1}
_FrozenLight: {r: 1, g: 1, b: 1, a: 1}
_HitColor: {r: 0.9803922, g: 0.25490198, b: 0.25490198, a: 1}
_HitRimDirection: {r: 0, g: 0, b: 0, a: 0}
_IndirColor: {r: 0.91823894, g: 0.8282228, b: 0.57462114, a: 1}
_LocalPosDir: {r: 0, g: 1, b: 0, a: 0}
_MatcapColor: {r: 1, g: 1, b: 1, a: 1}
_MedColor: {r: 0.9098039, g: 0.89152724, b: 0.8, a: 1}
_NoiseSpeed: {r: 0, g: 0, b: 0, a: 0}
_OverlayColor: {r: 1, g: 0, b: 0, a: 0}
_ReflectColor: {r: 0.7610062, g: 0.6675585, b: 0.3517858, a: 0}
_RimColor: {r: 1, g: 0.3833518, b: 0.12641507, a: 0}
_RimViewDirOffsetXYZ: {r: 4.78, g: 4.24, b: 4.75, a: 5}
_SSSColor: {r: 1, g: 1, b: 1, a: 1}
_ShadowColor: {r: 0.5943396, g: 0.45696867, b: 0.45696867, a: 1}
_SpecularColor: {r: 1, g: 1, b: 1, a: 0}
_TintColor: {r: 1, g: 1, b: 1, a: 1}
_pianyiliang: {r: 0, g: 0, b: 0, a: 0}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _CustomAddLightColor: {r: 1, g: 1, b: 1, a: 0}
- _CustomAddLightDir: {r: 0.58, g: 1.3, b: -1, a: 0}
- _CustomMainLightColor: {r: 1, g: 1, b: 1, a: 0}
- _CustomMainLightDir: {r: -8.9, g: 63.3, b: -37.4, a: 1}
- _DarkColor: {r: 0.8679245, g: 0.7393486, b: 0.5049246, a: 1}
- _EdgeColor: {r: 1, g: 1, b: 1, a: 1}
- _EmissionCol: {r: 0.93207544, g: 0.84035987, b: 0.5328657, a: 0}
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor1: {r: 1, g: 1, b: 1, a: 0}
- _FalloffColor: {r: 1, g: 1, b: 1, a: 1}
- _FrozenColor: {r: 1, g: 1, b: 1, a: 1}
- _FrozenCubeColor: {r: 1, g: 1, b: 1, a: 1}
- _FrozenDiffuseDownColor: {r: 0.24999997, g: 0.24999997, b: 0.24999997, a: 1}
- _FrozenDiffuseSideColor: {r: 0, g: 0.27999997, b: 0.45999992, a: 1}
- _FrozenDiffuseUpColor: {r: 0.72, g: 0.9, b: 1, a: 1}
- _FrozenLight: {r: 1, g: 1, b: 1, a: 1}
- _HitColor: {r: 0.9803922, g: 0.25490198, b: 0.25490198, a: 1}
- _HitRimDirection: {r: 0, g: 0, b: 0, a: 0}
- _IndirColor: {r: 0.91823894, g: 0.8282228, b: 0.57462114, a: 1}
- _LocalPosDir: {r: 0, g: 1, b: 0, a: 0}
- _MatcapColor: {r: 1, g: 1, b: 1, a: 1}
- _MedColor: {r: 0.9098039, g: 0.89152724, b: 0.8, a: 1}
- _NoiseSpeed: {r: 0, g: 0, b: 0, a: 0}
- _OverlayColor: {r: 1, g: 0, b: 0, a: 0}
- _ReflectColor: {r: 0.7610062, g: 0.6675585, b: 0.3517858, a: 0}
- _RimColor: {r: 1, g: 0.3833518, b: 0.12641507, a: 0}
- _RimViewDirOffsetXYZ: {r: 4.78, g: 4.24, b: 4.75, a: 5}
- _SSSColor: {r: 1, g: 1, b: 1, a: 1}
- _ShadowColor: {r: 0.5943396, g: 0.45696867, b: 0.45696867, a: 1}
- _SpecularColor: {r: 1, g: 1, b: 1, a: 0}
- _TintColor: {r: 1, g: 1, b: 1, a: 1}
- _pianyiliang: {r: 0, g: 0, b: 0, a: 0}
m_BuildTextureStacks: []
@@ -19,57 +19,57 @@ Material:
m_CustomRenderQueue: 3008
stringTagMap: {}
disabledShaderPasses: []
m_LockedProperties:
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
_MainTex:
- _MainTex:
m_Texture: {fileID: 2700000, guid: 0000000deadbeef15deadf00d0000000, type: 2}
m_Scale: {x: 4, y: 1}
m_Offset: {x: 0, y: 0}
_Mask:
- _Mask:
m_Texture: {fileID: 2700000, guid: 0000000deadbeef15deadf00d0000000, type: 2}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
_Mask2:
- _Mask2:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
_Noise:
- _Noise:
m_Texture: {fileID: 2700000, guid: 0000000deadbeef15deadf00d0000000, type: 2}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: {}
m_Ints: []
m_Floats:
_AlphaCutoff: 0.5
_MainTexRotateSpeed: 0
_MainTexRotater: 0
_Main_Desaturate: 0
_Main_Tex_speed_x: 0.3
_Main_Tex_speed_y: -0.2
_Mask2RotateSpeed: 0
_Mask2Rotator: 0
_Mask2_speed_x: 0
_Mask2_speed_y: 0
_MaskRotateSpeed: 0
_MaskRotator: 0
_Mask_speed_x: 0
_Mask_speed_y: 0
_Noise_qd_x: 0.06
_Noise_qd_y: 0.06
_Noise_speed_x: -0.03
_Noise_speed_y: -0.2
_StencilComp: 8
_StencilFailOp: 0
_StencilPassOp: 0
_StencilRef: 0
_UNITY_UI_CLIP_RECT: 0
__CullMode: 0
__ZTest: 4
__ZWrite: 0
_opacity: 0.2
_qd: 2.6
- _AlphaCutoff: 0.5
- _MainTexRotateSpeed: 0
- _MainTexRotater: 0
- _Main_Desaturate: 0
- _Main_Tex_speed_x: 0.3
- _Main_Tex_speed_y: -0.2
- _Mask2RotateSpeed: 0
- _Mask2Rotator: 0
- _Mask2_speed_x: 0
- _Mask2_speed_y: 0
- _MaskRotateSpeed: 0
- _MaskRotator: 0
- _Mask_speed_x: 0
- _Mask_speed_y: 0
- _Noise_qd_x: 0.06
- _Noise_qd_y: 0.06
- _Noise_speed_x: -0.03
- _Noise_speed_y: -0.2
- _StencilComp: 8
- _StencilFailOp: 0
- _StencilPassOp: 0
- _StencilRef: 0
- _UNITY_UI_CLIP_RECT: 0
- __CullMode: 0
- __ZTest: 4
- __ZWrite: 0
- _opacity: 0.2
- _qd: 2.6
m_Colors:
_Color: {r: 1, g: 1, b: 1, a: 1}
_EmissionColor: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
m_BuildTextureStacks: []
@@ -18,57 +18,101 @@ Shader "Boke/Addmul_Fresnel" {
[Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("StenciFailOp(模板测试失败时的操作)", Float) = 0
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
SubShader {
Tags {
"RenderType"="Transparent"
"Queue"="Transparent"
"RenderPipeline"="UniversalPipeline"
"IgnoreProjector"="True"
}
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
// 模板测试
Stencil {
Ref [_StencilRef]
Comp [_StencilComp]
Pass [_StencilPassOp]
Fail [_StencilFailOp]
}
float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
float4 _MainTex_ST;
Pass {
Name "ForwardLit"
Tags { "LightMode"="UniversalForward" }
struct Vertex_Stage_Input
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
// 特效通用混合:源 Alpha,目标 1 (Additive 效果)
// 或者使用 SrcAlpha OneMinusSrcAlpha (标准透明)
Blend SrcAlpha One
ZWrite [__ZWrite]
Cull [__CullMode]
struct Vertex_Stage_Output
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
float4 _Color;
struct Attributes {
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
float3 normalOS : NORMAL;
};
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
struct Varyings {
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float3 viewDirWS : TEXCOORD3;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color;
}
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
ENDHLSL
}
}
Fallback "Hidden/InternalErrorShader"
//CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _Color;
float4 _Fresnel_Color;
float _qd;
float _opacity;
float _Fresnel_qd;
float _Power;
CBUFFER_END
Varyings vert(Attributes input) {
Varyings output;
VertexPositionInputs posInputs = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = posInputs.positionCS;
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
output.viewDirWS = GetWorldSpaceViewDir(posInputs.positionWS);
return output;
}
half4 frag(Varyings input) : SV_Target {
// 1. 基础颜色采样
float4 texCol = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
float3 baseCol = texCol.rgb * _Color.rgb * _qd;
// 2. 菲涅尔计算 (Fresnel)
float3 normalWS = normalize(input.normalWS);
float3 viewDirWS = normalize(input.viewDirWS);
// 菲涅尔公式: pow(1.0 - dot(N, V), Power)
float fresnelEffect = pow(1.0 - saturate(dot(normalWS, viewDirWS)), _Power);
float3 fresnelCol = fresnelEffect * _Fresnel_Color.rgb * _Fresnel_qd;
// 3. 颜色合并
float3 finalRGB = baseCol + fresnelCol;
// 4. 透明度合并
// 使用贴图 A 通道、基础 Alpha 和整体透明度控制
float finalAlpha = texCol.a * _Color.a * _opacity;
return half4(finalRGB, finalAlpha);
}
ENDHLSL
}
}
Fallback "Invisible"
}
@@ -12,42 +12,112 @@ Shader "BokeGame/Glass_Out" {
[HideInInspector] _OverlayColor ("叠加的颜色(做受击效果的)", Vector) = (0,0,0,0)
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
SubShader {
Tags {
"RenderType"="Transparent"
"Queue"="Transparent"
"RenderPipeline"="UniversalPipeline"
}
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
Pass {
Name "ForwardLit"
Tags { "LightMode"="UniversalForward" }
// 半透明设置
Blend SrcAlpha OneMinusSrcAlpha
ZWrite [_ZWrite]
Cull Off // 玻璃通常渲染双面
float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature_local _CLIP_HIDE
struct Vertex_Stage_Input
{
float4 pos : POSITION;
};
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Vertex_Stage_Output
{
float4 pos : SV_POSITION;
};
struct Attributes {
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 uv : TEXCOORD0;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
struct Varyings {
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float3 viewDirWS : TEXCOORD3;
};
float4 frag(Vertex_Stage_Output input) : SV_TARGET
{
return float4(1.0, 1.0, 1.0, 1.0); // RGBA
}
TEXTURE2D(_MatCapMap); SAMPLER(sampler_MatCapMap);
TEXTURE2D(_RefractionMap); SAMPLER(sampler_RefractionMap);
ENDHLSL
}
}
CBUFFER_START(UnityPerMaterial)
float4 _MatCapMap_ST;
float4 _RefractionMap_ST;
float4 _RefractionColor;
float4 _ReflectionColor;
float4 _OverlayColor;
float _RefractionIntensity;
float _Min;
float _Max;
float _AlphaClip;
CBUFFER_END
Varyings vert(Attributes input) {
Varyings output;
VertexPositionInputs posInputs = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = posInputs.positionCS;
output.uv = input.uv;
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
output.viewDirWS = GetWorldSpaceViewDir(posInputs.positionWS);
return output;
}
half4 frag(Varyings input) : SV_Target {
float3 normalWS = normalize(input.normalWS);
float3 viewDirWS = normalize(input.viewDirWS);
// 1. 折射/扰动采样 (使用法线贴图模拟折射效果)
float2 refrUV = TRANSFORM_TEX(input.uv, _RefractionMap);
float4 refrSample = SAMPLE_TEXTURE2D(_RefractionMap, sampler_RefractionMap, refrUV);
float3 bumpNormal = UnpackNormal(refrSample);
// 2. MatCap 计算 (将视角空间的法线映射到 UV)
// 核心逻辑:使用视角空间的法线 XY 作为 UV 来采样贴图
float3 normalVS = TransformWorldToViewDir(normalWS + bumpNormal * _RefractionIntensity * 0.1);
float2 matcapUV = normalVS.xy * 0.5 + 0.5;
half4 matcapCol = SAMPLE_TEXTURE2D(_MatCapMap, sampler_MatCapMap, matcapUV);
// 3. 菲涅尔计算 (控制玻璃中心透明,边缘反光)
float fresnel = pow(1.0 - saturate(dot(normalWS, viewDirWS)), 3.0);
float reflectionFac = lerp(_Min, _Max, fresnel);
// 4. 最终颜色组合
// 基础颜色来源于折射染色
half4 baseColor = _RefractionColor;
#ifdef _CLIP_HIDE
clip(baseColor.a - _AlphaClip);
#endif
// 混合 MatCap 反射
half3 finalRGB = lerp(baseColor.rgb, matcapCol.rgb * _ReflectionColor.rgb, reflectionFac);
// 叠加受击色
finalRGB += _OverlayColor.rgb * _OverlayColor.a;
// 玻璃的 Alpha 通常由菲涅尔和基础透明度共同决定
half finalAlpha = saturate(baseColor.a + reflectionFac);
return half4(finalRGB, finalAlpha);
}
ENDHLSL
}
}
Fallback "Transparent/VertexLit"
}
@@ -45,55 +45,207 @@ Shader "BokeGame/URP_StandardPBR" {
[HideInInspector] _OverlayColor ("叠加的颜色(做受击效果的)", Vector) = (0,0,0,0)
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
SubShader {
Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" }
LOD 300
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
Pass {
Name "ForwardLit"
Tags { "LightMode"="UniversalForward" }
float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
float4 _MainTex_ST;
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
// 变体开关
#pragma shader_feature_local _COLORADJUST
#pragma shader_feature_local _RIM_ON
#pragma shader_feature_local _DISSOLVE_ON
#pragma shader_feature_local _EMISSCOLOR_ON
#pragma shader_feature_local _USEINDIRSPECULAR_ON
#pragma shader_feature_local _IBLTONEMAPPING_ON
#pragma shader_feature_local _CLIP_HIDE
struct Vertex_Stage_Input
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Vertex_Stage_Output
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
struct Attributes {
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
struct Varyings {
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 positionWS : TEXCOORD1;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 2);
float3 normalWS : TEXCOORD3;
float4 tangentWS : TEXCOORD4; // xyz: tangent, w: sign
};
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
TEXTURE2D(_NormalTex); SAMPLER(sampler_NormalTex);
TEXTURE2D(_MetalSmoothTex); SAMPLER(sampler_MetalSmoothTex);
TEXTURE2D(_DissolveTex); SAMPLER(sampler_DissolveTex);
TEXTURECUBE(_IndirCubeMap); SAMPLER(sampler_IndirCubeMap);
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _TintColor;
float _Brightness, _Saturation1, _Contrast;
float _OcclusionAdd, _MetalnessAdd, _RoughnessAdd;
float4 _SpecularColor;
float _SpecularNonMetal, _SpecularMetal;
float _RotateAngle, _IndirIntensity, _SHExposure;
float4 _IndirColor;
float _SkinSSSTransmission;
float4 _SkinSSSScatterColor;
float _ShadowDarkness;
float4 _ShadowCol;
float4 _EmissionCol;
float _EmissionExposure;
float4 _RimColor;
float _RimRange, _RimHardness;
float3 _RimViewDirOffsetXYZ;
float _DissAmount, _DissolveSpread, _EdgeWidth, _EdgeIntensity;
float4 _EdgeColor;
float _AlphaClip;
float4 _OverlayColor;
CBUFFER_END
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy);
}
// 颜色调节函数
float3 ColorAdjustment(float3 color) {
float luminance = dot(color, float3(0.2126, 0.7152, 0.0722));
float3 brt = color * _Brightness;
float3 sat = lerp(luminance, brt, _Saturation1);
float3 con = lerp(0.5, sat, _Contrast);
return con;
}
ENDHLSL
}
}
Fallback "Hidden/Universal Render Pipeline/FallbackError"
Varyings vert(Attributes input) {
Varyings output;
VertexPositionInputs posInputs = GetVertexPositionInputs(input.positionOS.xyz);
VertexNormalInputs normInputs = GetVertexNormalInputs(input.normalOS, input.tangentOS);
output.positionCS = posInputs.positionCS;
output.positionWS = posInputs.positionWS;
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
output.normalWS = normInputs.normalWS;
output.tangentWS = float4(normInputs.tangentWS, input.tangentOS.w);
OUTPUT_SH(output.normalWS, output.vertexSH);
return output;
}
half4 frag(Varyings input) : SV_Target {
// 1. 溶解逻辑
#ifdef _DISSOLVE_ON
float dissolve = SAMPLE_TEXTURE2D(_DissolveTex, sampler_DissolveTex, input.uv).r;
clip(dissolve - _DissAmount);
#endif
#ifdef _CLIP_HIDE
clip(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv).a - _AlphaClip);
#endif
// 2. 贴图采样与基础数据
float4 baseTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
float3 albedo = baseTex.rgb * _TintColor.rgb;
#ifdef _COLORADJUST
albedo = ColorAdjustment(albedo);
#endif
float4 msao = SAMPLE_TEXTURE2D(_MetalSmoothTex, sampler_MetalSmoothTex, input.uv);
float roughness = saturate(msao.r + _RoughnessAdd);
float metallic = saturate(msao.g + _MetalnessAdd);
float occlusion = saturate(msao.b + _OcclusionAdd);
float rimMask = msao.a;
// 3. 法线处理
float3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_NormalTex, sampler_NormalTex, input.uv));
float3 bitangentWS = cross(input.normalWS, input.tangentWS.xyz) * input.tangentWS.w;
float3 normalWS = TransformTangentToWorld(normalTS, float3x3(input.tangentWS.xyz, bitangentWS, input.normalWS));
normalWS = normalize(normalWS);
// 4. URP PBR 结构准备
float3 viewDirWS = normalize(GetWorldSpaceViewDir(input.positionWS));
SurfaceData surfaceData = (SurfaceData)0;
surfaceData.albedo = albedo;
surfaceData.metallic = metallic;
surfaceData.smoothness = 1.0 - roughness;
surfaceData.occlusion = occlusion;
surfaceData.normalTS = normalTS;
surfaceData.emission = 0; // 后面手动算
InputData inputData = (InputData)0;
inputData.positionWS = input.positionWS;
inputData.normalWS = normalWS;
inputData.viewDirectionWS = viewDirWS;
inputData.shadowCoord = GetShadowCoord(GetVertexPositionInputs(input.positionWS));
inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
// 5. 光照计算 (核心)
half4 color = UniversalFragmentPBR(inputData, surfaceData);
// 6. 自定义光照修改:阴影控制与 SSS
Light mainLight = GetMainLight(inputData.shadowCoord);
float shadow = lerp(_ShadowDarkness, 1.0, mainLight.shadowAttenuation);
color.rgb *= shadow;
color.rgb += _ShadowCol.rgb * (1.0 - shadow);
// SSS 模拟
float vDotL = saturate(dot(-viewDirWS, mainLight.direction));
float3 sss = pow(vDotL, 4) * _SkinSSSTransmission * _SkinSSSScatterColor.rgb * mainLight.color;
color.rgb += sss * occlusion;
// 7. 自定义反射 (Custom Cubemap)
#ifdef _USEINDIRSPECULAR_ON
float3 reflectDir = reflect(-viewDirWS, normalWS);
// 简单旋转
float angle = _RotateAngle * 0.01745;
float2x2 rot = float2x2(cos(angle), -sin(angle), sin(angle), cos(angle));
reflectDir.xz = mul(rot, reflectDir.xz);
float4 customEnv = SAMPLE_TEXTURECUBE_LOD(_IndirCubeMap, sampler_IndirCubeMap, reflectDir, roughness * 7.0);
#ifdef _IBLTONEMAPPING_ON
customEnv.rgb = customEnv.rgb / (customEnv.rgb + 1.0);
#endif
color.rgb += customEnv.rgb * _IndirIntensity * _IndirColor.rgb * metallic;
#endif
// 8. 边缘光 (Rim)
#ifdef _RIM_ON
float3 modifiedViewDir = normalize(viewDirWS + _RimViewDirOffsetXYZ);
float rim = 1.0 - saturate(dot(modifiedViewDir, normalWS));
rim = pow(rim, _RimHardness) * _RimRange * rimMask;
color.rgb += rim * _RimColor.rgb * occlusion;
#endif
// 9. 溶解边缘加亮
#ifdef _DISSOLVE_ON
float edge = smoothstep(_DissAmount, _DissAmount + _EdgeWidth, dissolve);
float3 edgeFinal = (1.0 - edge) * _EdgeColor.rgb * _EdgeIntensity;
color.rgb += edgeFinal;
#endif
// 10. 自发光与 Overlay
float3 emission = _EmissionCol.rgb * _EmissionExposure * baseTex.a;
#ifdef _EMISSCOLOR_ON
emission *= albedo;
#endif
color.rgb += emission;
color.rgb += _OverlayColor.rgb * _OverlayColor.a;
return half4(color.rgb, 1.0);
}
ENDHLSL
}
// 阴影投射 Pass (必须有,否则没阴影)
UsePass "Universal Render Pipeline/Lit/ShadowCaster"
}
Fallback "Hidden/Universal Render Pipeline/FallbackError"
}