Squashed commit of the following:

commit 26aff356971bdc2c2a6a3bd444eeb50c4bf7ec14
Author: SAIPO <grasste0403@hotmail.com>
Date:   Sun Dec 19 02:20:44 2021 +0800

    导入近期制作的一些Shader
    1.合并分支
    2.完成了人物描边的流动shader制作,并且可以对Bloom屏幕后处理产生反应。
    3.完成了基督教boss关卡,彩色窗户辉光的shader制作,可以对Bloom产生反应。
    4.完成了伊斯兰教弹反的炸弹拖尾粒子shader的制作。
    5.完成了火焰粒子shader的制作(可以用在基督教的以撒鬼魂上)。
    6.完成了灰尘粒子像素化的shader制作。
    7.完成了边缘扭曲的shader制作,可以用在一些树木上,让画面产生动感。

    明天制作敲钟的声波Shader
This commit is contained in:
Roman 2021-12-19 14:12:05 +08:00
parent 62459078a4
commit cd22966ad7
33 changed files with 10742 additions and 35 deletions

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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Unlit/GlassShader"
{
Properties
{
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
_TextureSample1("Texture Sample 1", 2D) = "white" {}
_Float0("Float 0", Float) = 8.38
[HDR]_Color0("Color 0", Color) = (1,0.2216981,0.2216981,0)
_In("In", Float) = 1.59
_TimeScale("TimeScale", Float) = 0.67
_MainTex("Texture 0", 2D) = "white" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
LOD 0
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform fixed4 _Color;
uniform float _EnableExternalAlpha;
uniform sampler2D _MainTex;
uniform sampler2D _AlphaTex;
uniform float4 _MainTex_ST;
uniform sampler2D _TextureSample1;
uniform float4 _TextureSample1_ST;
uniform float _Float0;
uniform float4 _Color0;
uniform float _In;
uniform float _TimeScale;
float2 voronoihash5( float2 p )
{
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
return frac( sin( p ) *43758.5453);
}
float voronoi5( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
{
float2 n = floor( v );
float2 f = frac( v );
float F1 = 8.0;
float F2 = 8.0; float2 mg = 0;
for ( int j = -3; j <= 3; j++ )
{
for ( int i = -3; i <= 3; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash5( n + g );
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
float d = 0.5 * dot( r, r );
if( d<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
v2f vert( appdata_t IN )
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
IN.vertex.xyz += float3(0,0,0) ;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
fixed4 SampleSpriteTexture (float2 uv)
{
fixed4 color = tex2D (_MainTex, uv);
#if ETC1_EXTERNAL_ALPHA
// get the color from an external texture (usecase: Alpha support for ETC1 on android)
fixed4 alpha = tex2D (_AlphaTex, uv);
color.a = lerp (color.a, alpha.r, _EnableExternalAlpha);
#endif //ETC1_EXTERNAL_ALPHA
return color;
}
fixed4 frag(v2f IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
float2 uv_MainTex = IN.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float4 tex2DNode38 = tex2D( _MainTex, uv_MainTex );
float2 uv_TextureSample1 = IN.texcoord.xy * _TextureSample1_ST.xy + _TextureSample1_ST.zw;
float mulTime7 = _Time.y * _Float0;
float time5 = mulTime7;
float2 voronoiSmoothId0 = 0;
float2 coords5 = IN.texcoord.xy * 18.7;
float2 id5 = 0;
float2 uv5 = 0;
float fade5 = 0.5;
float voroi5 = 0;
float rest5 = 0;
for( int it5 = 0; it5 <6; it5++ ){
voroi5 += fade5 * voronoi5( coords5, time5, id5, uv5, 0,voronoiSmoothId0 );
rest5 += fade5;
coords5 *= 2;
fade5 *= 0.5;
}//Voronoi5
voroi5 /= rest5;
float mulTime34 = _Time.y * _TimeScale;
fixed4 c = ( tex2DNode38 + ( ( ( tex2DNode38.a - tex2D( _TextureSample1, uv_TextureSample1 ).a ) * ( voroi5 * _Color0 ) ) * ( _In * ( ( pow( sin( mulTime34 ) , 2.0 ) + 0.2 ) * 0.8 ) ) ) );
c.rgb *= c.a;
return c;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}
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Shader "my/Additive Color" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_PixelSize("Pixel Size", Range(1,256)) = 64 //转化后的像素大小
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend SrcAlpha One
ColorMask RGB
Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
float _PixelSize;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
fixed4 frag (v2f i) : SV_Target
{
float ratioX = (int)(i.texcoord.x * _PixelSize) / _PixelSize;
float ratioY = (int)(i.texcoord.y * _PixelSize) / _PixelSize;
fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, float2(ratioX, ratioY));
col.a = saturate(col.a); // alpha should not have double-brightness applied to it, but we can't fix that legacy behavior without breaking everyone's effects, so instead clamp the output to get sensible HDR behavior (case 967476)
return col;
}
ENDCG
}
}
}
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