备份CatanBuilding瘦身独立工程

This commit is contained in:
JSD\13999
2026-05-26 16:15:54 +08:00
commit 2d0e6a61b7
12001 changed files with 2431925 additions and 0 deletions

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Shader "Bamboo/RimLight"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_RimColor ("Rim Color", color) = (1.0, 0, 0, 1.0)
_RimPower ("Rim Power", Range(0.0001, 3.0)) = 1.0
_RimIntensity ("Rim Intensity", Range(0, 100.0)) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldNormal : TEXCOORD1;
float3 worldViewDir : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _RimColor;
half _RimPower;
float _RimIntensity;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldViewDir = WorldSpaceViewDir(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldViewDir = normalize(i.worldViewDir);
fixed4 diffuse = tex2D(_MainTex, i.uv);
// powÆðË¥¼õ×÷ÓÃ
fixed4 rimLight = _RimColor * pow(saturate(1.0 - dot(worldNormal, worldViewDir)), 1.0 / _RimPower) * _RimIntensity;
//fixed4 rimLight = _RimColor * saturate(1.0 - dot(worldNormal, worldViewDir)) * _RimIntensity;
fixed3 color = diffuse.rgb + rimLight;
return fixed4(color, 1.0);
}
ENDCG
}
}
}