黑化悟空shader光照部分代码修改,Directional Light强度设为1。远古龙龟爆奖预制体材质修改
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@@ -158,7 +158,7 @@ Shader "Fishing3D/Fish/Opaque Bump" {
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{
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// 基础纹理采样
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half4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
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half4 albedo = mainTex * _Color;
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half4 albedo = mainTex * _Color*3;
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// 法线贴图采样和转换
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half4 bumpTex = SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, input.uv_bump);
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@@ -146,7 +146,7 @@ Shader "Fishing3D/Fish/Opaque Diffuse" {
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{
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// 采样主贴图
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half4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
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half4 albedo = mainTex * _Color;
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half4 albedo = mainTex * _Color*3;
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// 采样噪声贴图用于流动效果
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float2 flowUV = input.uv + float2(_FlowTime * _FlowStrenth, 0);
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@@ -141,7 +141,7 @@ Shader "Fishing3D/FishTransparent" {
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{
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// 采样主贴图
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half4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
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half4 albedo = mainTex * _Color;
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half4 albedo = mainTex * _Color*3;
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// 计算透明度(使用Alpha贴图的R通道)
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half4 alphaTex = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, input.uv2);
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@@ -41394,7 +41394,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 0
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m_IsActive: 1
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--- !u!4 &4751117977200598
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Transform:
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m_ObjectHideFlags: 0
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@@ -102176,7 +102176,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 0
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m_IsActive: 1
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--- !u!4 &4702278091661515
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Transform:
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m_ObjectHideFlags: 0
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@@ -221170,7 +221170,7 @@ Transform:
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m_GameObject: {fileID: 1646037670075368}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 605, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children:
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@@ -301971,7 +301971,7 @@ Camera:
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y: 0
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width: 1
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height: 1
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near clip plane: 0.099999994
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near clip plane: 2.5
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far clip plane: 160
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field of view: 33.39849
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orthographic: 0
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@@ -174,11 +174,6 @@ PrefabInstance:
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propertyPath: m_LocalEulerAnglesHint.z
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value: -0
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objectReference: {fileID: 0}
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- target: {fileID: 320664690865933118, guid: 185787de59441cf49be38e6b31956cd1,
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type: 3}
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propertyPath: m_SceneBindings.Array.data[0].value
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value:
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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@@ -129,7 +129,7 @@ Material:
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- _CoordsTiling: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _FresnelColor: {r: 0, g: 0, b: 0, a: 1}
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- _MainColor: {r: 1, g: 1, b: 1, a: 0.43}
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- _MainColor: {r: 1, g: 1, b: 1, a: 0.2}
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- _NQX_Tex_UV: {r: 0, g: 0, b: 0, a: 0}
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- _RJY_FirstColor: {r: 0, g: 0, b: 0, a: 0}
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- _RJY_SecondColor: {r: 0, g: 0, b: 0, a: 0}
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@@ -31,7 +31,7 @@ Material:
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MaskTexture:
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m_Texture: {fileID: 2700000, guid: 0000000deadbeef15deadf00d0000000, type: 2}
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m_Texture: {fileID: 2800000, guid: 08df02d705fa9e24eae1087f261fb45e, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _NQX_Tex:
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@@ -76,7 +76,7 @@ Material:
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- _MaskActive: 1
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- _MaskTexFlow: 0
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- _Mask_A: 1
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- _Mask_C: 0
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- _Mask_C: 1
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- _Mask_FlowX: 0
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- _Mask_FlowY: 0
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- _Mask_Lerp: 0
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@@ -158,7 +158,7 @@ Shader "Fishing3D/Fish/Opaque Bump Gold" {
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{
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// 采样主贴图
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half4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
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half4 albedo = mainTex * _Color;
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half4 albedo = mainTex * _Color*3;
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// 法线贴图采样和转换
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half4 bumpTex = SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, input.uv_bump);
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@@ -158,7 +158,7 @@ Shader "Fishing3D/Fish/Opaque Light Gold" {
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{
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// 采样主贴图
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half4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
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half4 albedo = mainTex * _Color;
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half4 albedo = mainTex * _Color*3;
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// 法线贴图处理
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half4 bumpTex = SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, input.uv_bump);
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