NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/Character/NLD_Vehicle.shader

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Shader "NLD_URP/NLD_Vehicle"
{
Properties
{
[MainTexture] _MainTex ("Texture", 2D) = "white" {}
_MaskTex ("Mask", 2D) = "white" {}
_OutlineColor("Outline Color",color)=(0.18,0.1098,0.0549,1)
_Outline("Thick of Outline",range(0,0.1))=0.008
_Factor("Factor",range(0,1)) = 0.32
_shadowScale("ShadowScale", range(0, 1.0)) = 0.5
_specularScaleG("SpecularScaleG", range(0, 10.0)) = 2.0
_specularScaleB("SpecularScaleB", range(0, 10.0)) = 2.0
_AlphaClip ("Alpha Clip", Range(0,1)) = 0.1
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_fadeAlpha("FadeAlpha", range(0, 1.0)) = 1.0
[MaterialToggle(_RECEIVE_SHADOW_ON)] _ReceiveShadow ("Receive Shadow", Float) = 1
[Toggle] _ForceTransparent ("Force Transparent", Float) = 0.0
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[Enum(Off,0,On,1)] _ZWrite("ZWrite", Float) = 1
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}
SubShader
{
Tags {
"RenderType"="Opaque"
"RenderPipeline" = "UniversalPipeline"
}
LOD 100
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct appdata
{
float4 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 positionHCS : SV_POSITION;
#if defined(_RECEIVE_SHADOW_ON)
float3 normalWS : TEXCOORD1;
float3 positionWS : TEXCOORD02;
#endif
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_MaskTex);
SAMPLER(sampler_MaskTex);
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _MaskTex_ST;
float4 _BaseMap_ST;
float _specularScaleB;
float _specularScaleG;
float _shadowScale;
float _Outline;
float4 _OutlineColor;
float _Factor;
float _AlphaClip;
float _ForceTransparent;
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float _fadeAlpha;
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CBUFFER_END
ENDHLSL
Pass
{
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Name "ForwardLit"
Tags {
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"LightMode" = "SRPDefaultUnlit"
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"RenderType" = "Opaque"
}
Cull Back
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ZWrite [_ZWrite]
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ZTest Less
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Blend SrcAlpha OneMinusSrcAlpha
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Stencil
{
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Ref 2
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Comp Always
Pass Replace
Fail Keep
ZFail Keep
ReadMask 255
WriteMask 255
}
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HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature_local _ _RECEIVE_SHADOW_ON
#if defined(_RECEIVE_SHADOW_ON)
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#endif
v2f vert (appdata v)
{
v2f o;
o.positionHCS = TransformObjectToHClip(v.positionOS.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
#if defined(_RECEIVE_SHADOW_ON)
o.positionWS = TransformObjectToWorld(v.positionOS);
o.normalWS = TransformObjectToWorldNormal(v.normal);
#endif
return o;
}
half4 frag (const v2f i) : SV_Target
{
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if (_fadeAlpha <= 0.01) {
discard;
}
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half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
if (color.a <= _AlphaClip) discard;
half4 colorMask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);
float r = colorMask.r;
half shadow = 1.0;
#if defined(_RECEIVE_SHADOW_ON)
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float4 SHADOW_COORDS = TransformWorldToShadowCoord(i.positionWS);
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shadow = MainLightRealtimeShadow(SHADOW_COORDS);
#endif
if (r < 0.5) {
shadow = 0;
}
// 阴影强度跟随 fadeAlpha 渐变fadeAlpha 越低,阴影越弱)
half shadowStrength = (1.0h - shadow) * _fadeAlpha;
color.xyz *= lerp(1, _shadowScale, shadowStrength);
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if (colorMask.b > 0.5) {
color.xyz *= _specularScaleB;
}
if (colorMask.g > 0.5) {
color.xyz *= _specularScaleG;
}
if (_ForceTransparent)
{
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color.a = 0.2 * _fadeAlpha;
} else
{
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color.a = _fadeAlpha;
}
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return color;
}
ENDHLSL
}
Pass {
Name "Outline"
Tags { "LightMode" = "Outline" }
Cull Front
ZTest Less
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ZWrite [_ZWrite]
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Blend SrcAlpha OneMinusSrcAlpha
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HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
v2f vert (appdata v)
{
v2f o;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
float3 dir = TransformObjectToWorldNormal(v.normal);
float3 dir2 = v.normal;
float D = dot(dir, dir2);
dir = dir*sign(D);
dir = dir*_Factor + dir2*(1-_Factor);
v.positionOS.xyz += dir*_Outline;
o.positionHCS = TransformObjectToHClip(v.positionOS.xyz);
return o;
}
half4 frag (v2f i) : SV_Target
{
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if (_fadeAlpha <= 0.01) {
discard;
}
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half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
if (color.a < _AlphaClip) discard;
half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);
if (mask.a < 0.1) discard;
half4 c = _OutlineColor;
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c.a = _fadeAlpha;
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return c;
}
ENDHLSL
}
Pass {
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
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ZWrite On
ZTest LEqual
Cull Back
HLSLPROGRAM
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
v2f vert (appdata v)
{
v2f o;
o.positionHCS = TransformObjectToHClip(v.positionOS.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
half4 frag (v2f i) : SV_Target
{
// 当 fadeAlpha >= 0.99 时,跳过纹理采样和 dithering直接投射阴影
if (_fadeAlpha >= 0.99h)
{
return 1;
}
// 完全透明时不投射阴影
if (_fadeAlpha <= 0.01h)
{
discard;
}
// 仅在渐隐状态下进行纹理采样和 alpha 裁剪
half texAlpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv).a;
clip(texAlpha - _AlphaClip);
// Dithering 实现渐隐阴影效果
half2 p = floor(i.positionHCS.xy);
half2 p2 = floor(p * 0.5h);
half2 p4 = floor(p2 * 0.5h);
half d = frac(dot(p, half2(0.5h, 0.25h)) + dot(p2, half2(0.125h, 0.0625h)) + dot(p4, half2(0.03125h, 0.015625h)));
half dither = d * 0.984375h + 0.015625h;
half fade = _fadeAlpha * _fadeAlpha * (3.0h - 2.0h * _fadeAlpha);
clip(fade - dither);
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return 1;
}
ENDHLSL
}
}
}