先修复一下,错误的场景 删除不必要的钓场资产 修复into场景 update:更新meta文件,修复报错 update:修复资源 修复第一章节建造 修复建造第三章 update:删除多余内容 update:更新README.md update:还原图标 update:更新README update:更新配置
234 lines
9.6 KiB
GLSL
234 lines
9.6 KiB
GLSL
Shader "Spaventacorvi/Glitter/Glitter F - Bumped Specular" {
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Properties {
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_Color ("Main color", Color) = (0.7058823,0.7058823,0.7058823,1)
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[MainTexture] _BaseMap ("Base (RGB)", 2D) = "white" {}
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// 新增:饱和度控制开关(0=黑白,1=原色彩)
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_Saturation ("Saturation (0=Grayscale, 1=Color)", Range(0, 1)) = 1.0
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// 核心修改:用Color参数替代三个Range参数,Alpha通道无意义(设为1)
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// 标准ITU-R BT.709灰度公式 float gray = dot(rgb, float3(0.2126, 0.7152, 0.0722));
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_GrayWeights ("Grayscale Weights (R/G/B)", Color) = (0.2126, 0.7152, 0.0722, 1.0)
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wvwvww ("Shininess", Range(0, 1)) = 0.2
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vvxwwx ("Fake light", Range(0, 0.1)) = 0.05
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vwwvvx ("Reflection cubemap", Cube) = "_Skybox" {}
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xxwxww ("Reflection cubemap power", Range(0, 2)) = 0.5
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xxwxwx ("Cubemap blur (0 - 5)", Range(0, 5)) = 0
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_BumpMap ("Normalmap", 2D) = "bump" {}
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vwxwww ("Specular glitter", 2D) = "white" {}
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vxvvvw ("Specular power (0 - 5)", Range(0, 5)) = 1.5
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wxxxvv ("Specular contrast (1 - 3)", Range(1, 3)) = 1
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vvxxww ("Glitter map", 2D) = "white" {}
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vwxvww ("Glitter color", Color) = (1,1,1,1)
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vwwxwx ("Glitter power (0 - 10)", Range(0, 10)) = 2
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vxwwww ("Glitter contrast (1 - 3)", Range(1, 3)) = 1.5
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xvwvwx ("Glittery speed (0 - 1)", Range(0, 1)) = 0.5
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wvvxxw ("Glittery & mask dots scale", Range(0.1, 8)) = 2.5
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wvvxxv ("Mask", 2D) = "black" {}
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wvwwxv ("Mask adjust (0.5 - 1.5)", Range(0.5, 1.5)) = 1
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[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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}
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SubShader {
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Tags {
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"RenderPipeline"="UniversalPipeline"
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"RenderType"="Opaque"
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"UniversalMaterialType" = "Lit"
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}
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Pass {
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Name "ForwardLit"
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Tags { "LightMode"="UniversalForward" }
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HLSLPROGRAM
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#pragma vertex vertex
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#pragma fragment fragment
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#pragma multi_compile_fwdbase_fullshadows
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#pragma multi_compile_fog
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#pragma exclude_renderers xbox360 ps3
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#pragma target 3.0
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#pragma glsl
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uniform float4 _LightColor0;
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uniform sampler2D wvvxxv; uniform float4 wvvxxv_ST;
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uniform float wvwvww;
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uniform sampler2D _BaseMap; uniform float4 _BaseMap_ST;
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uniform sampler2D vwxwww; uniform float4 vwxwww_ST;
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uniform float vxvvvw;
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uniform float vwwxwx;
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uniform float4 _Color;
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uniform samplerCUBE vwwvvx;
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uniform float xxwxww;
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uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
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uniform float vvxwwx;
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uniform float4 vwxvww;
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uniform float wvvxxw;
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uniform float xvwvwx;
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uniform sampler2D vvxxww; uniform float4 vvxxww_ST;
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uniform float vxwwww;
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uniform float wxxxvv;
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uniform float wvwwxv;
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uniform float xxwxwx;
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// 新增:声明饱和度变量
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uniform float _Saturation;
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// 声明Color类型的灰度权重变量(float4)
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uniform float4 _GrayWeights;
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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// #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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// 新增:RGB转灰度(黑白)的工具函数
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float3 RGBToGrayscale(float3 rgb) {
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// 提取Color参数的R/G/B分量作为权重(忽略Alpha)
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float3 weights = _GrayWeights.rgb;
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// 可选:归一化权重,避免总和不为1导致亮度异常
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float totalWeight = max(dot(weights, float3(1,1,1)), 0.0001); // 防止除0
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weights = weights / totalWeight;
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// 计算灰度值
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float gray = dot(rgb, weights);
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// 显式赋值给float3的三个分量,避免构造函数报错
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return float3(gray, gray, gray);
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}
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// Structs
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struct Attributes {
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float4 vertex : POSITION;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 uv : TEXCOORD0;
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};
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struct Varyings {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float3 posWorld : TEXCOORD1;
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half4 normalDir : TEXCOORD2;
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half4 tangentDir : TEXCOORD3;
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half4 bitangentDir : TEXCOORD4;
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half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light
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};
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// void MainLightDirection_float(out float3 Direction)
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// {
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// #if SHADERGRAPH_PREVIEW
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// Direction = half3(-0.5, -0.5, 0);
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// #else
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// Direction = SHADERGRAPH_MAIN_LIGHT_DIRECTION();
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// #endif
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// }
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// Vertex Shader
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Varyings vertex(Attributes IN) {
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Varyings OUT;
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VertexPositionInputs positionInputs = GetVertexPositionInputs(IN.vertex.xyz);
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VertexNormalInputs normalInputs = GetVertexNormalInputs(IN.normal.xyz, IN.tangent);
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OUT.pos = positionInputs.positionCS;
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OUT.posWorld = positionInputs.positionWS;
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half3 viewDirWS = GetWorldSpaceViewDir(positionInputs.positionWS);
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half3 vertexLight = VertexLighting(positionInputs.positionWS, normalInputs.normalWS);
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OUT.normalDir = half4(normalInputs.normalWS, viewDirWS.x);
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OUT.tangentDir = half4(normalInputs.tangentWS, viewDirWS.y);
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OUT.bitangentDir = half4(normalInputs.bitangentWS, viewDirWS.z);
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OUT.fogFactorAndVertexLight = half4(0, vertexLight);
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OUT.uv0 = TRANSFORM_TEX(IN.uv, _BaseMap);
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return OUT;
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}
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// ========== 核心修复:适配所有URP版本的光源获取函数 ==========
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Light GetLightMeshRenderingLayer(float3 positionWS)
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{
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// 1. 兼容不同URP版本的主光源获取
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Light mainLight;
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#if UNITY_URP_VERSION >= 110000 // URP 11.x+ 带参调用
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mainLight = GetMainLight(positionWS);
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#else // URP 10.x及以下 无参调用
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mainLight = GetMainLight();
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#endif
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// 2. 检查主光源是否匹配当前渲染层
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uint meshRenderingLayers = GetMeshRenderingLayer();
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if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers))
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{
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return mainLight;
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}
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// 3. 遍历附加光源,寻找匹配的光源
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uint lightsCount = GetAdditionalLightsCount();
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LIGHT_LOOP_BEGIN(lightsCount)
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Light additionalLight = GetAdditionalLight(lightIndex, positionWS);
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if (IsMatchingLightLayer(additionalLight.layerMask, meshRenderingLayers))
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{
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return additionalLight;
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}
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LIGHT_LOOP_END
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// 4. 兜底:若没有匹配的光源,返回主光源(避免空值)
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return mainLight;
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}
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// Fragment Shader
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half4 fragment(Varyings i) : SV_Target {
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i.normalDir = normalize(i.normalDir);
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float3x3 tangentTransform = float3x3( i.tangentDir.xyz, i.bitangentDir.xyz, i.normalDir.xyz);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
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float3 normalLocal = _BumpMap_var.rgb;
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float3 normalDirection = normalize(mul( normalLocal, tangentTransform ));
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float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
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// float3 lightDirection; //normalize(_WorldSpaceLightPos0.xyz);
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// MainLightDirection_float(lightDirection);
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Light light = GetLightMeshRenderingLayer(i.posWorld);
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float3 lightDirection = light.direction;
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float3 lightColor = light.color* light.distanceAttenuation;
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float3 halfDirection = normalize(viewDirection+lightDirection);
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float attenuation = 1;
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float3 attenColor = attenuation * lightColor;
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float specPow = exp2(wvwvww * 10.0+1.0);
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float NdotL = max(0, dot( normalDirection, lightDirection ));
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float xvxwww = 0.0;
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float2 vwwvxw = ((0.05*(xvwvwx - xvxwww)*mul(tangentTransform, viewDirection).xy + i.uv0).rg*((xvwvwx/2.0)+1.0)*wvvxxw);
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float4 wwvxvx = tex2D(vvxxww,TRANSFORM_TEX(vwwvxw, vvxxww));
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float vxxxwx = 0.0;
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float vwvxwv_ang = 3.14;
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float vwvxwv_spd = 1.0;
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float vwvxwv_cos = cos(vwvxwv_spd*vwvxwv_ang);
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float vwvxwv_sin = sin(vwvxwv_spd*vwvxwv_ang);
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float2 vwvxwv_piv = float2(0.5,0.5);
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float2 vwvxwv = (mul((0.05*((-1*xvwvwx) - xvxwww)*mul(tangentTransform, viewDirection).xy + i.uv0).rg-vwvxwv_piv,float2x2( vwvxwv_cos, -vwvxwv_sin, vwvxwv_sin, vwvxwv_cos))+vwvxwv_piv);
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float2 wvxwxw = (vwvxwv*wvvxxw*(1.0-(xvwvwx/3.141592654))*wvwwxv);
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float4 xwvwvw = tex2D(vvxxww,TRANSFORM_TEX(wvxwxw, vvxxww));
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float4 wvvxxv_var = tex2D(wvvxxv,TRANSFORM_TEX(i.uv0, wvvxxv));
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float4 vwxwww_var = tex2D(vwxwww,TRANSFORM_TEX(i.uv0, vwxwww));
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float3 wxvxxw = (lerp(pow(abs((vwwxwx*vwxvww.rgb)*wwvxvx.rgb),vxwwww),float3(vxxxwx,vxxxwx,vxxxwx),max((1.0 - xwvwvw.rgb),wvvxxv_var.rgb))+lerp(pow(abs(vwxwww_var.rgb*vxvvvw),wxxxvv),float3(vxxxwx,vxxxwx,vxxxwx),wvvxxv_var.rgb));
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float3 specularColor = wxvxxw;
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float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
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float3 specular = directSpecular;
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NdotL = max(0.0,dot( normalDirection, lightDirection ));
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float3 directDiffuse = max( 0.0, NdotL) * attenColor;
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float3 indirectDiffuse = float3(0,0,0);
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indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb;
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float4 _BaseMap_var = tex2D(_BaseMap,TRANSFORM_TEX(i.uv0, _BaseMap));
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float3 diffuseColor = _BaseMap_var.rgb;
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// 核心修改:饱和度控制(混合原色彩和灰度)
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float3 grayscaleColor = RGBToGrayscale(diffuseColor);
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diffuseColor = lerp(grayscaleColor, diffuseColor, _Saturation);
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diffuseColor = (diffuseColor*_Color.rgb);
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float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
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float3 emissive = ((wxvxxw*vvxwwx)+(texCUBElod(vwwvvx,float4(viewReflectDirection,xxwxwx)).rgb*xxwxww));
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float3 finalColor = diffuse + specular + emissive;
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half4 finalRGBA = half4(finalColor,_BaseMap_var.a);
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clip(finalRGBA.a - 0.1);
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return finalRGBA;
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}
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ENDHLSL
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}
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}
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} |