【打包】修复shader报错
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e219ffe0b6
commit
b3d9b807ed
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@ -31,6 +31,7 @@ Shader "NLD_URP/NLD_Charactor_Dead"
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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@ -38,7 +39,9 @@ Shader "NLD_URP/NLD_Charactor_Dead"
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float2 uv : TEXCOORD0;
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float4 positionHCS : SV_POSITION;
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float3 normalWS : TEXCOORD1;
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float3 positionWS : TEXCOORD02;
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float3 positionWS : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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TEXTURE2D(_MainTex);
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@ -81,7 +84,7 @@ Shader "NLD_URP/NLD_Charactor_Dead"
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o.positionHCS = TransformObjectToHClip(v.positionOS.xyz);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.normalWS = TransformObjectToWorldNormal(v.normal);
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o.positionWS = TransformObjectToWorld(v.positionOS);
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o.positionWS = TransformObjectToWorld(v.positionOS.xyz);
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return o;
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}
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@ -137,7 +140,7 @@ Shader "NLD_URP/NLD_Charactor_Dead"
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v2f vert (appdata v)
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{
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v2f o;
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v2f o = (v2f)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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@ -106,7 +106,7 @@
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float4 worldPosition : TEXCOORD1;
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#if _CUSTOMDATA_ON
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float4 customData: TEXCOORD1;
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float4 customData: TEXCOORD2;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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@ -137,6 +137,10 @@
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o.uv = v.uv;
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o.vColor = v.color * _BaseColor * _BaseColorScale;
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#if _CUSTOMDATA_ON
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o.customData = v.customData;
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#endif
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// #### required for RectMask2D ####
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o.worldPosition = v.positionOS;
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return o;
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@ -148,16 +152,6 @@
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
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const float time = _TimeParameters.x;
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// #### required for RectMask2D ####
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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// #### required for Mask ####
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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// 主贴图UV流动
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float2 uv = TRANSFORM_TEX(IN.uv, _BaseMap);
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@ -173,6 +167,16 @@
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float4 col = _BaseMap.Sample(sampler_BaseMap, uv);
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col *= IN.vColor;
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// #### required for RectMask2D ####
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#ifdef UNITY_UI_CLIP_RECT
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col.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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// #### required for Mask ####
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#ifdef UNITY_UI_ALPHACLIP
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clip (col.a - 0.001);
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#endif
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if (col.a < _AlphaClip)
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{
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discard;
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@ -110,7 +110,7 @@
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float4 worldPosition : TEXCOORD1;
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#if _CUSTOMDATA_ON
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float4 customData: TEXCOORD1;
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float4 customData: TEXCOORD2;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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@ -145,6 +145,10 @@
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o.uv = v.uv;
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o.vColor = v.color * _BaseColor * _BaseColorScale;
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#if _CUSTOMDATA_ON
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o.customData = v.customData;
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#endif
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// #### required for RectMask2D ####
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o.worldPosition = v.positionOS;
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return o;
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@ -156,16 +160,6 @@
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
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const float time = _TimeParameters.x;
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// #### required for RectMask2D ####
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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// #### required for Mask ####
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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// 主贴图UV流动
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float2 uv = TRANSFORM_TEX(IN.uv, _BaseMap);
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@ -196,6 +190,16 @@
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float4 col = _BaseMap.Sample(sampler_BaseMap, uv);
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col *= IN.vColor;
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// #### required for RectMask2D ####
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#ifdef UNITY_UI_CLIP_RECT
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col.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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// #### required for Mask ####
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#ifdef UNITY_UI_ALPHACLIP
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clip (col.a - 0.001);
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#endif
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if (col.a < _AlphaClip)
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{
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discard;
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@ -179,16 +179,6 @@
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
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const float time = _TimeParameters.x;
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// #### required for RectMask2D ####
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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// #### required for Mask ####
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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// 主贴图UV流动
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float2 uv = TRANSFORM_TEX(IN.uv, _BaseMap);
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@ -231,6 +221,16 @@
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#endif
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// #### required for RectMask2D ####
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#ifdef UNITY_UI_CLIP_RECT
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col.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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// #### required for Mask ####
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#ifdef UNITY_UI_ALPHACLIP
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clip (col.a - 0.001);
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#endif
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if (col.a < _AlphaClip)
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{
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discard;
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