Skip to content

Commit

Permalink
同步仓库至1.4 (Standard 2023_8_25)
Browse files Browse the repository at this point in the history
Update res.
  • Loading branch information
Soung2279 authored Aug 24, 2023
1 parent c54f925 commit 049c989
Show file tree
Hide file tree
Showing 83 changed files with 26,582 additions and 19 deletions.
623 changes: 623 additions & 0 deletions Built-in/AQG_Star.shader

Large diffs are not rendered by default.

793 changes: 793 additions & 0 deletions Built-in/ASE_post.shader

Large diffs are not rendered by default.

366 changes: 366 additions & 0 deletions Built-in/AxiuEffectsShader.shader

Large diffs are not rendered by default.

85 changes: 85 additions & 0 deletions Built-in/Bleach_EffectParticleAlphaBlended.shader
Original file line number Diff line number Diff line change
@@ -0,0 +1,85 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "A201-Shader/基本效果/基础AlphaBlend模式_AlphaBlend" {
Properties {
_TintColor ("主颜色", Color) = (0.5,0.5,0.5,1)
_ColorStrength ("颜色强度", Float) = 1.0
_MainTex ("粒子贴图", 2D) = "white" {}
_InvFade ("顶点平滑度", Range(0.01,7.0)) = 1.0
}

Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Lighting Off
ZWrite Off

SubShader {
Pass {


CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles

#include "UnityCG.cginc"

sampler2D _MainTex;
fixed4 _TintColor;
fixed _ColorStrength;

struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};

struct v2f {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD1;
#endif
};

float4 _MainTex_ST;

v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}

sampler2D _CameraDepthTexture;
float _InvFade;

fixed4 frag (v2f i) : COLOR
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif

fixed4 tex = tex2D(_MainTex, i.texcoord);
fixed4 res = 2 * i.color * tex * _TintColor * _ColorStrength;
res.a = saturate(res.a);
return res;
}
ENDCG
}
}
}

}
154 changes: 154 additions & 0 deletions Built-in/Bleach_EffectParticleExplosion.shader
Original file line number Diff line number Diff line change
@@ -0,0 +1,154 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "A201-Shader/特殊制作/分层纹理制作_Particle_Explosion" {
Properties {
_TintColorR ("Tint Color R (内部)", Color) = (0.5,0.5,0.5,1)
_TintColorG ("Tint Color G (光晕)", Color) = (0.5,0.5,0.5,1)
_TintColorB ("Tint Color B (阴影)", Color) = (0.5,0.5,0.5,1)
_ColorStrR ("Color R 强度", Range(0.01,4.0)) = 1.0
_ColorStrG ("Color G 强度", Range(0.01,4.0)) = 1.0
_ColorStrB ("Color B 强度", Range(0.01,4.0)) = 1.0
_MainTex ("主贴图(使用RGB通道分别控制颜色)", 2D) = "white" {}
_InvFade ("顶点平滑度", Range(0.01,3.0)) = 1.0
}

Category {Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha One
Cull Off
Lighting Off
ZWrite Off

SubShader {
Pass {


CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles

#include "UnityCG.cginc"

sampler2D _MainTex;
fixed4 _TintColorR;
fixed4 _TintColorG;
fixed _ColorStrR;
fixed _ColorStrG;

struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};

struct v2f {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD1;
#endif
};

float4 _MainTex_ST;

v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
fixed alpha = saturate(lerp(-0.5, 1, v.color.a));
o.color.a = alpha;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}

sampler2D _CameraDepthTexture;
float _InvFade;

fixed4 frag (v2f i) : COLOR
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif

fixed4 tex = tex2D(_MainTex, i.texcoord);
return (i.color * _TintColorR * tex.r * _ColorStrR + i.color * _TintColorG * tex.g * _ColorStrG)*tex.a;
}
ENDCG
}


Pass {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off Lighting Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles

#include "UnityCG.cginc"

sampler2D _MainTex;
fixed4 _TintColorB;
fixed _ColorStrB;

struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};

struct v2f {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD1;
#endif
};

float4 _MainTex_ST;

v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}

sampler2D _CameraDepthTexture;
float _InvFade;

fixed4 frag (v2f i) : COLOR
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif

fixed4 tex = tex2D(_MainTex, i.texcoord);
return (i.color * tex.b * _TintColorB * _ColorStrB)*tex.a;
}
ENDCG
}
}
}

}
81 changes: 81 additions & 0 deletions Built-in/Bleach_EffectParticleParticleAdd.shader
Original file line number Diff line number Diff line change
@@ -0,0 +1,81 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "A201-Shader/基本效果/基础Add模式_additive" {
Properties {
_TintColor ("主颜色", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("粒子贴图", 2D) = "white" {}
_ColorStrength ("颜色强度", Float) = 1.0
_InvFade ("顶点平滑度", Range(0.01,3.0)) = 1.0
}

Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha One
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off}

SubShader {
Pass {

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles

#include "UnityCG.cginc"

sampler2D _MainTex;
fixed4 _TintColor;
fixed _ColorStrength;

struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};

struct v2f {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD1;
#endif
};

float4 _MainTex_ST;

v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}

sampler2D _CameraDepthTexture;
float _InvFade;

fixed4 frag (v2f i) : COLOR
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif

return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord) * _ColorStrength;
}
ENDCG
}
}
}
}
Loading

0 comments on commit 049c989

Please sign in to comment.