// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Bell" { Properties { [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [ASEBegin]_MainTex("Texture Sample 0", 2D) = "white" {} [HDR]_Color0("Color 0", Color) = (1,0.7122869,0,0) _SingleWaveWidth("SingleWaveWidth", Float) = 0.06 _Center("Center", Vector) = (0.5,0.5,0,0) _Vector0("Vector 0", Vector) = (0.98,0.9,0,0) _Float0("Float 0", Range( -1 , 25)) = 0.2270431 _Float("强度", Float) = 7.98 _Space("Space", Range( 0 , 6)) = 2 [ASEEnd]_scl("scl", Float) = 17.4 [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" } Cull Off HLSLINCLUDE #pragma target 2.0 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x ENDHLSL Pass { Name "Unlit" Blend SrcAlpha One ZTest LEqual ZWrite Off Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define ASE_SRP_VERSION 999999 #pragma vertex vert #pragma fragment frag #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #define _SURFACE_TYPE_TRANSPARENT 1 #define SHADERPASS_SPRITEUNLIT #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" sampler2D _MainTex; CBUFFER_START( UnityPerMaterial ) float4 _MainTex_ST; float4 _Color0; float2 _Center; float2 _Vector0; float _scl; float _SingleWaveWidth; float _Float0; float _Space; float _Float; CBUFFER_END struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 uv0 : TEXCOORD0; float4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 texCoord0 : TEXCOORD0; float4 color : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #if ETC1_EXTERNAL_ALPHA TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex ); float _EnableAlphaTexture; #endif float4 _RendererColor; float2 voronoihash144( 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 voronoi144( 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 = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash144( 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