version 2.5.0

This commit is contained in:
Sean Lu
2024-12-06 15:44:37 +08:00
parent dfdcd0fd7f
commit 2bfa2ad4c7
966 changed files with 238216 additions and 77239 deletions

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// Made with Amplify Shader Editor
Shader "Wave/Essence/Hand/Model"
{
Properties
{
[HDR]_GraColorA("GradianColorA", Color) = (0.1058824,0.6901961,0.9019608,0)
[HDR]_GraColorB("GradianColorB", Color) = (1,1,1,0)
[HDR]_ConGraColorA("ContourColorA", Color) = (0.1058824,0.6901961,0.9019608,0)
[HDR]_ConGraColorB("ContourColorB", Color) = (1,1,1,0)
_Gradient_Blur("Gradient_Blur", Range(0 , 1)) = 0.2854134
_Gradient_level("Gradient_level", Range(0 , 1)) = 0.5225084
_Opacity("Opacity", Range(0 , 1)) = 0.45
_line_opacity("line_opacity", Range(0 , 1)) = 0.5
_OutlineThickness("OutlineThickness", Range(0 , 0.002)) = 0.001
_AlphaText("AlphaText", 2D) = "white" {}
[HideInInspector] _texcoord3("", 2D) = "white" {}
[HideInInspector] _texcoord("", 2D) = "white" {}
[HideInInspector] __dirty("", Int) = 1
}
SubShader
{
Pass
{
ColorMask 0
ZWrite On
}
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Cull Front
CGPROGRAM
#pragma target 3.0
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struct Input
{
float2 uv3_texcoord3;
float2 uv_texcoord;
};
uniform float _OutlineThickness;
uniform float4 _ConGraColorA;
uniform float4 _ConGraColorB;
uniform float _Gradient_level;
uniform float _Gradient_Blur;
uniform float _line_opacity;
uniform sampler2D _AlphaText;
void outlineVertexDataFunc(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
float outlineVar = _OutlineThickness;
v.vertex.xyz += (v.normal * outlineVar);
}
inline half4 LightingOutline(SurfaceOutput s, half3 lightDir, half atten) { return half4 (0,0,0, s.Alpha); }
void outlineSurf(Input i, inout SurfaceOutput o)
{
float clampResult114 = clamp((_Gradient_level + ((_Gradient_level - i.uv3_texcoord3.y) / _Gradient_Blur)) , 0.0 , 1.0);
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o.Emission = lerpResult100.rgb;
o.Alpha = (_line_opacity * tex2DNode92).r;
}
ENDCG
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma target 3.0
#pragma surface surf Unlit keepalpha noshadow vertex:vertexDataFunc
struct Input
{
float2 uv3_texcoord3;
float2 uv_texcoord;
};
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uniform float4 _GraColorB;
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uniform sampler2D _AlphaText;
void vertexDataFunc(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
v.vertex.xyz += 0;
}
inline half4 LightingUnlit(SurfaceOutput s, half3 lightDir, half atten)
{
return half4 (0, 0, 0, s.Alpha);
}
void surf(Input i , inout SurfaceOutput o)
{
float clampResult114 = clamp((_Gradient_level + ((_Gradient_level - i.uv3_texcoord3.y) / _Gradient_Blur)) , 0.0 , 1.0);
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float4 tex2DNode92 = tex2D(_AlphaText, i.uv_texcoord);
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ENDCG
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CustomEditor "ASEMaterialInspector"
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