备份CatanBuilding瘦身独立工程
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105
LocalPackages/zzwater/shaders/wind_cloth.shader
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105
LocalPackages/zzwater/shaders/wind_cloth.shader
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Shader "zzwind/WindClothUnlit"
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{
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Properties
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{
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[MainTexture] _BaseMap("Texture", 2D) = "white" {}
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[MainColor] _BaseColor("Color", Color) = (1, 1, 1, 1)
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_Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5
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_Wind("Wind params",Vector) = (1,1,1,1)
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_WindAmplitude("Wind Amplitude", float) = 0.5
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_WindSpeed("Wind Speed",float) = 0.5
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}
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SubShader
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{
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Tags
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{
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"RenderType" = "Opaque"
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"IgnoreProjector" = "True"
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"UniversalMaterialType" = "Unlit"
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"RenderPipeline" = "UniversalPipeline"
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}
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Pass
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{
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Name "Unlit"
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZWrite On
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Cull Back
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ZTest LEqual
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ZClip On
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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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/zzwater/shaders/libs/WindAnim.hlsl"
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TEXTURE2D(_BaseMap);
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SAMPLER(sampler_BaseMap);
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CBUFFER_START(UnityPerMaterial)
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float _Cutoff;
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half4 _BaseColor;
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half4 _BaseMap_ST;
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half4 _Wind;
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float _WindAmplitude;
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float _WindSpeed;
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CBUFFER_END
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struct Attributes
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{
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float4 positionOS : POSITION;
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float4 tangentOS : TANGENT;
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float2 uv : TEXCOORD0;
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float3 normalOS : NORMAL;
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float4 color : COLOR;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 color : TEXCOORD2;
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};
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Varyings vert(Attributes input)
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{
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Varyings output;
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float bendingFact = input.color.a;
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float4 wind;
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wind.xyz = _Wind.xyz;
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wind.w = _Wind.w * bendingFact.x;
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float4 windParams = float4(0,_WindAmplitude,bendingFact,0);
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float windTime = _Time.y * _WindSpeed;
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float4 VertexInWndPos = ClothWindAnim(input.positionOS,input.normalOS,windParams,wind,windTime);
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output.positionCS = TransformObjectToHClip(VertexInWndPos);
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output.uv = TRANSFORM_TEX(input.uv, _BaseMap);
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output.color = input.color;
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return output;
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}
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float4 frag(Varyings input) : SV_Target
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{
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half2 uv = input.uv;
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half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv);
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half3 color = texColor.rgb * _BaseColor.rgb;
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half alpha = texColor.a * _BaseColor.a;
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clip(alpha - _Cutoff);
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return float4(color, alpha);
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}
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ENDHLSL
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}
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}
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}
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