Commit dbc474e5 authored by SherryChaos's avatar SherryChaos

new card materials (Unity6)

parent ac9acc9d
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......@@ -496,3 +496,4 @@ MonoBehaviour:
fxt_Arrow_004: {fileID: 2800000, guid: 4c88d66a9e295ce49afb8c45c5fd54e9, type: 3}
fxt_msk_005: {fileID: 2800000, guid: fc78254fef4709843a3b17422a6bf171, type: 3}
CardKiraNormal03_Millennium: {fileID: 2800000, guid: 71d6974fbeeed2c41901e87746fda0cb, type: 3}
CardMask001: {fileID: 2800000, guid: 90c6e35ef4304f289c279037152a03b7, type: 3}
......@@ -26,7 +26,7 @@ MonoBehaviour:
m_SupportsHDR: 1
m_HDRColorBufferPrecision: 0
m_MSAA: 1
m_RenderScale: 1.003
m_RenderScale: 1
m_UpscalingFilter: 3
m_FsrOverrideSharpness: 0
m_FsrSharpness: 0.92
......
......@@ -296,7 +296,7 @@ namespace MDPro3
Renderer cardFace = manager.GetElement<Transform>("CardModel").
GetChild(1).GetComponent<Renderer>();
var matLoad = MaterialLoader.LoadCardMaterialAsync(data.Id);
var matLoad = MaterialLoader.LoadCardMaterialAsync(data.Id, true);
while (!matLoad.IsCompleted)
yield return null;
cardFace.material = matLoad.Result;
......
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using Willow;
using UnityEngine.Playables;
using Willow.InGameField;
using UnityEngine.Rendering;
using System;
using Willow;
using Willow.InGameField;
using YgomGame;
namespace MDPro3
......@@ -287,6 +287,17 @@ namespace MDPro3
yield return matetial;
}
public static IEnumerator<Shader> LoadShaderAsync(string name)
{
var abr = AssetBundle.LoadFromFileAsync(Path.Combine(Program.root, "MasterDuel/Shader/" + name));
while (!abr.isDone)
yield return null;
var ab = abr.assetBundle;
var shader = ab.LoadAsset<Shader>(name);
ab.Unload(false);
yield return shader;
}
public static IEnumerator<Mate> LoadMateAsync(int code)
{
Items.Item item = new();
......
......@@ -5,7 +5,6 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MDPro3.UI;
using System.Threading;
namespace MDPro3
{
......@@ -18,6 +17,7 @@ namespace MDPro3
public Sprite unknownCard;
public Sprite unknownArt;
public Sprite cardBackDefault;
[Header("Card Frame")]
public Sprite cardFrameNormal;
public Sprite cardFrameEffect;
......@@ -59,6 +59,7 @@ namespace MDPro3
public Sprite cardFramePendulumFusionOF;
public Sprite cardFrameLinkOF;
public Sprite cardFramePendulumRitualOF;
[Header("Card Frame Mask")]
public Texture2D cardFrameMask;
public Texture2D cardFrameMaskLink;
......@@ -69,6 +70,7 @@ namespace MDPro3
public Texture2D cardNormal;
public Texture2D cardNormalLink;
public Texture2D cardNormalPendulum;
[Header("Card Attribute")]
public Sprite attributeLight;
public Sprite attributeDark;
......@@ -79,6 +81,7 @@ namespace MDPro3
public Sprite attributeDivine;
public Sprite attributeSpell;
public Sprite attributeTrap;
[Header("CardType")]
public Sprite typeNone;
public Sprite typeCounter;
......@@ -95,10 +98,12 @@ namespace MDPro3
public Sprite typeLinkOff;
public Sprite typeLevelNone;
public Sprite typeLevelRank;
[Header("CardLimit")]
public Sprite banned;
public Sprite limit1;
public Sprite limit2;
[Header("CardRace")]
public Sprite raceDragon;
public Sprite raceZombie;
......@@ -255,11 +260,13 @@ namespace MDPro3
public Sprite locationOpSZone2;
public Sprite locationOpSZone3;
public Sprite locationOpSZone4;
[Header("Card Controller Icon")]
public Sprite controllerMe;
public Sprite controllerOp;
public Sprite controllerOther;
public Sprite controllerOther2;
[Header("Card List Location Icon")]
public Sprite listMyDeck;
public Sprite listOpDeck;
......@@ -271,6 +278,7 @@ namespace MDPro3
public Sprite listOpRemoved;
public Sprite listMyXyz;
public Sprite listOpXyz;
[Header("Card Affect")]
public Sprite CardAffectDisable;
public Sprite CardAffectEquip;
......@@ -278,6 +286,7 @@ namespace MDPro3
public Sprite CardAffectPermanent;
public Sprite CardAffectPower;
public Sprite CardAffectTarget;
[Header("Link Count")]
public Sprite link1;
public Sprite link2;
......@@ -293,11 +302,13 @@ namespace MDPro3
public Sprite link6R;
public Sprite link7R;
public Sprite link8R;
[Header("Card Pool")]
public Sprite cardPoolOCG;
public Sprite cardPoolTCG;
public Sprite cardPoolDIY;
public Sprite cardPoolPRE;
[Header("Chain Circle Num")]
public Sprite chainCircleNum0;
public Sprite chainCircleNum1;
......@@ -309,6 +320,7 @@ namespace MDPro3
public Sprite chainCircleNum7;
public Sprite chainCircleNum8;
public Sprite chainCircleNum9;
[Header("Chain Num Set")]
public Sprite chainNumSet0;
public Sprite chainNumSet1;
......@@ -320,6 +332,7 @@ namespace MDPro3
public Sprite chainNumSet7;
public Sprite chainNumSet8;
public Sprite chainNumSet9;
[Header("Window")]
public Sprite toggleM;
public Sprite toggleM_On;
......@@ -347,6 +360,7 @@ namespace MDPro3
public Sprite rankTier03;
public Sprite rankTier04;
public Sprite rankTier05;
[Header("Rush Duel")]
public Sprite rd_Arrow_B;
public Sprite rd_Arrow_BL;
......@@ -407,7 +421,6 @@ namespace MDPro3
public Sprite rd_Loading_Trap;
public Sprite rd_Loading_Xyz;
public Texture2D rd_Mask;
public Texture2D rd_KiraMask;
public Texture2D rd_KiraMaskPendulum;
......@@ -457,7 +470,7 @@ namespace MDPro3
public Texture2D fxt_Arrow_004;
public Texture2D fxt_msk_005;
public Texture2D CardKiraNormal03_Millennium;
public Texture2D CardMask001;
#region MyCard Rank
......
......@@ -6,7 +6,6 @@ using MDPro3.Utility;
using MDPro3.Duel.YGOSharp;
using UnityEngine;
using UnityEngine.AddressableAssets;
using YgomSystem.ElementSystem;
namespace MDPro3
{
......@@ -17,18 +16,29 @@ namespace MDPro3
private static MaterialLoader instance;
private static Material cardMatNormal;
private static Material cardMatShine;
private static Material cardMatShineRD;
private static Material cardMatRoyal;
private static Material cardMatRoyalRD;
private static Material cardMatGold;
private static Material cardMatGoldRD;
private static Material cardMatMillennium;
private static Material cardMatMillenniumRD;
private static Material cardMatNormalUI;
private static Material cardMatShineUI;
private static Material cardMatShineRDUI;
private static Material cardMatRoyalUI;
private static Material cardMatRoyalRDUI;
private static Material cardMatGoldUI;
private static Material cardMatGoldRDUI;
private static Material cardMatMillenniumUI;
private static Material cardMatMillenniumRDUI;
private static Material cardMatNormal3D;
private static Material cardMatShine3D;
private static Material cardMatShineRD3D;
private static Material cardMatRoyal3D;
private static Material cardMatRoyalRD3D;
private static Material cardMatGold3D;
private static Material cardMatGoldRD3D;
private static Material cardMatMillennium3D;
private static Material cardMatMillenniumRD3D;
public static Material cardMatSide;
private const string CARD_MAT_PATH = "SummonSynchroPostSynchro/DummyCardSynchro/DummyCardModel_front";
private const string cardMatMaskName = "_Texture2DAsset_90c6e35ef4304f289c279037152a03b7_Out_0_Texture2D";
private void Awake()
{
......@@ -46,75 +56,110 @@ namespace MDPro3
var handle = Addressables.LoadAssetAsync<Material>("MaterialCardModelSide");
handle.Completed += (result) => { cardMatSide = result.Result; };
var ie = ABLoader.LoadFromFileAsync
("MasterDuel/Timeline/Summon/SummonSynchro/SummonSynchro01");
while (ie.MoveNext()) yield return null;
ie.Current.SetActive(false);
Destroy(ie.Current);
var manager = ie.Current.GetComponent<ElementObjectManager>();
cardMatNormal = Instantiate(manager.GetNestedElement<Renderer>
(CARD_MAT_PATH).material);
ie = ABLoader.LoadFromFileAsync
("MasterDuel/Timeline/Summon/SummonSynchro/SummonSynchro01_ShineStyle");
while (ie.MoveNext()) yield return null;
ie.Current.SetActive(false);
Destroy(ie.Current);
manager = ie.Current.GetComponent<ElementObjectManager>();
cardMatShine = Instantiate(manager.GetNestedElement<Renderer>
(CARD_MAT_PATH).material);
ie = ABLoader.LoadFromFileAsync
("MasterDuel/Timeline/Summon/SummonSynchro/SummonSynchro01_RoyalStyle");
while (ie.MoveNext()) yield return null;
ie.Current.SetActive(false);
Destroy(ie.Current);
manager = ie.Current.GetComponent<ElementObjectManager>();
cardMatRoyal = Instantiate(manager.GetNestedElement<Renderer>
(CARD_MAT_PATH).material);
cardMatNormal.SetFloat("_FakeBlend", 1);
cardMatNormal.SetColor("_AmbientColor", new Color(0.0588f, 0.0588f, 0.0588f, 1f));
cardMatShine.SetFloat("_FakeBlend", 1);
cardMatRoyal.SetFloat("_FakeBlend", 1);
cardMatShine.SetVector("_AttributeSize_Pos", new Vector4(9.82f, 13.84f, -3.7f, -5.81f));
cardMatRoyal.SetVector("_AttributeSize_Pos", new Vector4(9.82f, 13.84f, -3.7f, -5.81f));
cardMatShine.SetTexture("_KiraMask", TextureManager.container.cardKiraMask);
cardMatRoyal.SetTexture("_KiraMask", TextureManager.container.cardKiraMask);
var tempTex = cardMatRoyal.GetTexture("_Texture2DAsset_90c6e35ef4304f289c279037152a03b7_Out_0");
cardMatNormal.SetTexture("_Texture2DAsset_90c6e35ef4304f289c279037152a03b7_Out_0", tempTex);
tempTex = cardMatRoyal.GetTexture("_HighlightNormal");
cardMatRoyal.SetTexture("_Texture2DAsset_3e204bf62e854283be7482d92655b24f_Out_0", tempTex);
cardMatNormal.enableInstancing = true;
cardMatShine.enableInstancing = true;
cardMatRoyal.enableInstancing = true;
cardMatGold = Instantiate(cardMatRoyal);
cardMatGold.SetFloat("_CardDistortion01", 1.2f);
cardMatGold.SetFloat("_Kira01_01Tile", 0.25f);
cardMatGold.SetFloat("_Kira01_01Power", 3f);
cardMatGold.SetColor("_KiraColor02", new Color(0.5f, 0.5f, 0f, 0f));
cardMatGold.SetColor("_CubemapColor", new Color(0.7f, 0.7f, 0f, 0f));
cardMatMillennium = Instantiate(cardMatRoyal);
cardMatMillennium.SetTexture("_HighlightNormal"
var matLoad = Addressables.LoadAssetAsync<Material>("NormalStyleUI");
while(!matLoad.IsDone)
yield return null;
cardMatNormalUI = matLoad.Result;
var shaderLoad = ABLoader.LoadShaderAsync("Shader Graphs_NormalStyleUI");
while(shaderLoad.MoveNext())
yield return null;
cardMatNormalUI.shader = shaderLoad.Current;
matLoad = Addressables.LoadAssetAsync<Material>("ShineStyleUI");
while (!matLoad.IsDone)
yield return null;
cardMatShineUI = matLoad.Result;
shaderLoad = ABLoader.LoadShaderAsync("Shader Graphs_ShineStyleUI");
while (shaderLoad.MoveNext())
yield return null;
cardMatShineUI.shader = shaderLoad.Current;
matLoad = Addressables.LoadAssetAsync<Material>("RoyalStyleUI");
while (!matLoad.IsDone)
yield return null;
cardMatRoyalUI = matLoad.Result;
shaderLoad = ABLoader.LoadShaderAsync("Shader Graphs_RoyalStyleUI");
while (shaderLoad.MoveNext())
yield return null;
cardMatRoyalUI.shader = shaderLoad.Current;
cardMatGoldUI = Instantiate(cardMatRoyalUI);
cardMatGoldUI.SetFloat("_CardDistortion01", 1.2f);
cardMatGoldUI.SetFloat("_Kira01_01Tile", 0.25f);
cardMatGoldUI.SetFloat("_Kira01_01Power", 3f);
cardMatGoldUI.SetColor("_KiraColor02", new Color(0.5f, 0.5f, 0f, 0f));
cardMatGoldUI.SetColor("_CubemapColor", new Color(0.7f, 0.7f, 0f, 0f));
cardMatMillenniumUI = Instantiate(cardMatRoyalUI);
cardMatMillenniumUI.SetTexture("_HighlightNormal"
, TextureManager.container.CardKiraNormal03_Millennium);
cardMatMillennium.SetTexture("_Texture2DAsset_3e204bf62e854283be7482d92655b24f_Out_0"
cardMatMillenniumUI.SetColor("_CubemapColor", new Color(0.898f, 0.3245f, 0.7723f, 0f));
cardMatMillenniumUI.SetColor("_KiraColor02", new Color(0.3099f, 0.1633f, 0.2753f, 0f));
cardMatMillenniumUI.SetFloat("_Kira01_01Tile", 0.25f);
cardMatMillenniumUI.SetFloat("_Kira01_02Tile", 0f);
cardMatMillenniumUI.SetFloat("_RanbowPower", 0.5f);
cardMatShineRDUI = Instantiate(cardMatShineUI);
MaterialToRD(cardMatShineRDUI);
cardMatRoyalRDUI = Instantiate(cardMatRoyalUI);
MaterialToRD(cardMatRoyalRDUI);
cardMatGoldRDUI = Instantiate(cardMatGoldUI);
MaterialToRD(cardMatGoldRDUI);
cardMatMillenniumRDUI = Instantiate(cardMatMillenniumUI);
MaterialToRD(cardMatMillenniumRDUI);
matLoad = Addressables.LoadAssetAsync<Material>("NormalStyle3D");
while (!matLoad.IsDone)
yield return null;
cardMatNormal3D = matLoad.Result;
shaderLoad = ABLoader.LoadShaderAsync("Shader Graphs_NormalStyle3D");
while (shaderLoad.MoveNext())
yield return null;
cardMatNormal3D.shader = shaderLoad.Current;
matLoad = Addressables.LoadAssetAsync<Material>("ShineStyle3D");
while (!matLoad.IsDone)
yield return null;
cardMatShine3D = matLoad.Result;
shaderLoad = ABLoader.LoadShaderAsync("Shader Graphs_ShineStyle3D");
while (shaderLoad.MoveNext())
yield return null;
cardMatShine3D.shader = shaderLoad.Current;
matLoad = Addressables.LoadAssetAsync<Material>("RoyalStyle3D");
while (!matLoad.IsDone)
yield return null;
cardMatRoyal3D = matLoad.Result;
shaderLoad = ABLoader.LoadShaderAsync("Shader Graphs_RoyalStyle3D");
while (shaderLoad.MoveNext())
yield return null;
cardMatRoyal3D.shader = shaderLoad.Current;
cardMatGold3D = Instantiate(cardMatRoyal3D);
cardMatGold3D.SetFloat("_CardDistortion01", 1.2f);
cardMatGold3D.SetFloat("_Kira01_01Tile", 0.25f);
cardMatGold3D.SetFloat("_Kira01_01Power", 3f);
cardMatGold3D.SetColor("_KiraColor02", new Color(0.5f, 0.5f, 0f, 0f));
cardMatGold3D.SetColor("_CubemapColor", new Color(0.7f, 0.7f, 0f, 0f));
cardMatMillennium3D = Instantiate(cardMatRoyal3D);
cardMatMillennium3D.SetTexture("_HighlightNormal"
, TextureManager.container.CardKiraNormal03_Millennium);
cardMatMillennium.SetColor("_CubemapColor", new Color(0.898f, 0.3245f, 0.7723f, 0f));
cardMatMillennium.SetColor("_KiraColor02", new Color(0.3099f, 0.1633f, 0.2753f, 0f));
cardMatMillennium.SetFloat("_Kira01_01Tile", 0.25f);
cardMatMillennium.SetFloat("_Kira01_02Tile", 0f);
cardMatMillennium.SetFloat("_RanbowPower", 0.5f);
cardMatShineRD = Instantiate(cardMatShine);
MaterialToRD(cardMatShineRD);
cardMatRoyalRD = Instantiate(cardMatRoyal);
MaterialToRD(cardMatRoyalRD);
cardMatGoldRD = Instantiate(cardMatGold);
MaterialToRD(cardMatGoldRD);
cardMatMillenniumRD = Instantiate(cardMatMillennium);
MaterialToRD(cardMatMillenniumRD);
cardMatMillennium3D.SetColor("_CubemapColor", new Color(0.898f, 0.3245f, 0.7723f, 0f));
cardMatMillennium3D.SetColor("_KiraColor02", new Color(0.3099f, 0.1633f, 0.2753f, 0f));
cardMatMillennium3D.SetFloat("_Kira01_01Tile", 0.25f);
cardMatMillennium3D.SetFloat("_Kira01_02Tile", 0f);
cardMatMillennium3D.SetFloat("_RanbowPower", 0.5f);
cardMatShineRD3D = Instantiate(cardMatShine3D);
MaterialToRD(cardMatShineRD3D);
cardMatRoyalRD3D = Instantiate(cardMatRoyal3D);
MaterialToRD(cardMatRoyalRD3D);
cardMatGoldRD3D = Instantiate(cardMatGold3D);
MaterialToRD(cardMatGoldRD3D);
cardMatMillenniumRD3D = Instantiate(cardMatMillennium3D);
MaterialToRD(cardMatMillenniumRD3D);
}
private void MaterialToRD(Material material)
......@@ -139,7 +184,7 @@ namespace MDPro3
private static Color GetMillenniumFrameColor(Card data)
{
var color = new Color(0.3099f, 0.1633f, 0.2753f, 0f);
Color color;
if (data.HasType(CardType.Pendulum))
color = new Color(0.3099f, 0.1633f, 0.2753f, 0f);
else if (data.HasType(CardType.Spell))
......@@ -220,33 +265,38 @@ namespace MDPro3
}
}
public static async Task<Material> LoadCardMaterialAsync(int code)
public static async Task<Material> LoadCardMaterialAsync(int code, bool use3D = false)
{
Material mat = null;
if(code < 0)
return Instantiate(cardMatNormal);
{
mat = Instantiate(use3D ? cardMatNormal3D : cardMatNormalUI);
mat.SetTexture(cardMatMaskName, TextureManager.container.CardMask001);
return mat;
}
bool rushDuel = CardRenderer.NeedRushDuelStyle(code);
var rarity = CardRarity.GetRarity(code);
Material mat = null;
bool needSet = true;
switch (rarity)
{
case CardRarity.Rarity.Normal:
mat = Instantiate(cardMatNormal);
mat = Instantiate(use3D ? cardMatNormal3D : cardMatNormalUI);
needSet = false;
break;
case CardRarity.Rarity.Shine:
mat = Instantiate(rushDuel ? cardMatShineRD : cardMatShine);
mat = Instantiate(rushDuel ? use3D ? cardMatShineRD3D : cardMatShineRDUI : use3D ? cardMatShine3D : cardMatShineUI);
break;
case CardRarity.Rarity.Royal:
mat = Instantiate(rushDuel ? cardMatRoyalRD : cardMatRoyal);
mat = Instantiate(rushDuel ? use3D ? cardMatRoyalRD3D : cardMatRoyalRDUI : use3D ? cardMatRoyal3D : cardMatRoyalUI);
break;
case CardRarity.Rarity.Gold:
mat = Instantiate(rushDuel ? cardMatGoldRD : cardMatGold);
mat = Instantiate(rushDuel ? use3D ? cardMatGoldRD3D : cardMatGoldRDUI : use3D ? cardMatGold3D : cardMatGoldUI);
break;
case CardRarity.Rarity.Millennium:
mat = Instantiate(rushDuel ? cardMatMillenniumRD : cardMatMillennium);
mat = Instantiate(rushDuel ? use3D ? cardMatMillenniumRD3D : cardMatMillenniumRDUI : use3D ? cardMatMillennium3D : cardMatMillenniumUI);
break;
}
......@@ -306,6 +356,8 @@ namespace MDPro3
}
}
mat.SetTexture(cardMatMaskName, TextureManager.container.CardMask001);
return mat;
}
......
Shader "Ygom/Effect/C_ParticleAdd" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01, 500)) = 0.1
[KeywordEnum(Always,NotEqual,Equal,GEqual,LEqual,Greater,Less)] _ZTest ("ZTest", Float) = 4
}
SubShader {
Tags {
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
}
Pass {
Blend SrcAlpha One // Additive blending
ColorMask RGB
Cull Off
Lighting Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#pragma multi_compile _ZTEST_ALWAYS _ZTEST_NOTEQUAL _ZTEST_EQUAL _ZTEST_GEQUAL _ZTEST_LEQUAL _ZTEST_GREATER _ZTEST_LESS SOFTPARTICLES_ON
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
sampler2D_float _CameraDepthTexture;
float _InvFade;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD1;
#endif
};
// ZTest 关键字处理
#if defined(_ZTEST_ALWAYS)
#define DEPTH_TEST_MODE Always
#elif defined(_ZTEST_NOTEQUAL)
#define DEPTH_TEST_MODE NotEqual
#elif defined(_ZTEST_EQUAL)
#define DEPTH_TEST_MODE Equal
#elif defined(_ZTEST_GEQUAL)
#define DEPTH_TEST_MODE GEqual
#elif defined(_ZTEST_LEQUAL)
#define DEPTH_TEST_MODE LEqual
#elif defined(_ZTEST_GREATER)
#define DEPTH_TEST_MODE Greater
#elif defined(_ZTEST_LESS)
#define DEPTH_TEST_MODE Less
#else
#define DEPTH_TEST_MODE LEqual // 默认值
#endif
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// 采样纹理
fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
// 软粒子处理
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate(_InvFade * (sceneZ - partZ));
col.a *= fade;
#endif
return col;
}
ENDCG
}
}
FallBack "Particles/Additive"
CustomEditor "ShaderEditor_ParticleAdd"
}
\ No newline at end of file
fileFormatVersion: 2
guid: 1d25a29a81510874b8de55440684da2e
timeCreated: 1755118473
licenseType: Free
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
Shader "Ygom/Effect/C_ParticleBlend" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01, 300)) = 1
[KeywordEnum(Always,NotEqual,Equal,GEqual,LEqual,Greater,Less)] _ZTest ("ZTest", Float) = 4
}
SubShader {
Tags {
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
}
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Cull Off
Lighting Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#pragma multi_compile _ZTEST_ALWAYS _ZTEST_NOTEQUAL _ZTEST_EQUAL _ZTEST_GEQUAL _ZTEST_LEQUAL _ZTEST_GREATER _ZTEST_LESS SOFTPARTICLES_ON
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
sampler2D_float _CameraDepthTexture;
float _InvFade;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD1;
#endif
};
// ZTest 关键字处理
#if defined(_ZTEST_ALWAYS)
#define DEPTH_TEST_MODE Always
#elif defined(_ZTEST_NOTEQUAL)
#define DEPTH_TEST_MODE NotEqual
#elif defined(_ZTEST_EQUAL)
#define DEPTH_TEST_MODE Equal
#elif defined(_ZTEST_GEQUAL)
#define DEPTH_TEST_MODE GEqual
#elif defined(_ZTEST_LEQUAL)
#define DEPTH_TEST_MODE LEqual
#elif defined(_ZTEST_GREATER)
#define DEPTH_TEST_MODE Greater
#elif defined(_ZTEST_LESS)
#define DEPTH_TEST_MODE Less
#else
#define DEPTH_TEST_MODE LEqual // 默认值
#endif
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// 采样纹理
fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
// 软粒子处理
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate(_InvFade * (sceneZ - partZ));
col.a *= fade;
#endif
return col;
}
ENDCG
}
}
FallBack "Particles/Alpha Blended"
CustomEditor "ShaderEditor_ParticleBlend"
}
\ No newline at end of file
fileFormatVersion: 2
guid: 14048a6b9e5acbe4389acf6d815e537b
timeCreated: 1755118473
licenseType: Free
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
Shader "Ygom/Effect/C_ParticleBlendZw" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01, 300)) = 1
[KeywordEnum(Always,NotEqual,Equal,GEqual,LEqual,Greater,Less)] _ZTest ("ZTest", Float) = 4
}
SubShader {
Tags {
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
}
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Cull Off
Lighting Off
ZWrite On // 关键区别:启用深度写入
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#pragma multi_compile __ SOFTPARTICLES_ON
#pragma multi_compile _ZTEST_ALWAYS _ZTEST_NOTEQUAL _ZTEST_EQUAL _ZTEST_GEQUAL _ZTEST_LEQUAL _ZTEST_GREATER _ZTEST_LESS
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
sampler2D_float _CameraDepthTexture;
float _InvFade;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD1;
#endif
};
// ZTest 关键字处理
#if defined(_ZTEST_ALWAYS)
#define DEPTH_TEST_MODE Always
#elif defined(_ZTEST_NOTEQUAL)
#define DEPTH_TEST_MODE NotEqual
#elif defined(_ZTEST_EQUAL)
#define DEPTH_TEST_MODE Equal
#elif defined(_ZTEST_GEQUAL)
#define DEPTH_TEST_MODE GEqual
#elif defined(_ZTEST_LEQUAL)
#define DEPTH_TEST_MODE LEqual
#elif defined(_ZTEST_GREATER)
#define DEPTH_TEST_MODE Greater
#elif defined(_ZTEST_LESS)
#define DEPTH_TEST_MODE Less
#else
#define DEPTH_TEST_MODE LEqual // 默认值
#endif
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// 采样纹理
fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
// 软粒子处理
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate(_InvFade * (sceneZ - partZ));
col.a *= fade;
#endif
return col;
}
ENDCG
}
}
FallBack "Particles/StandardSurface"
CustomEditor "ShaderEditor_ParticleBlendZw"
}
\ No newline at end of file
fileFormatVersion: 2
guid: 8f005a11faaa6ee48bbf79121117dfa8
timeCreated: 1755118473
licenseType: Free
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
Shader "Shader Graphs/NormalStyle3D" {
Properties {
[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
[NoScaleOffset] _LoadingTex ("LoadingTex", 2D) = "white" {}
_LoadingBlend ("LoadingBlend", Range(0, 1)) = 0
_AmbientColor ("AmbientColor", Vector) = (0.1019608,0.1019608,0.1019608,1)
_AddColor ("AddColor", Vector) = (0.5019608,0.5019608,0.5019608,1)
_Monochrome ("Monochrome", Range(0, 1)) = 0
_DirectionalLightAmp ("DirectionalLightAmp", Float) = 0.88
_FakeLightColor ("FakeLightColor", Vector) = (1,0,0,1)
_FakeLightDirection ("FakeLightDirection", Vector) = (0,0,0,0)
_FakeViewDirection ("FakeViewDirection", Vector) = (0,0,0,0)
_FakeNormalDirection ("FakeNormalDirection", Vector) = (0,0,0,0)
_FakeBlend ("FakeBlend", Range(0, 1)) = 0
_TintColor ("TintColor", Vector) = (1,1,1,1)
[ToggleUI] _isFade ("isFade", Float) = 0
[NoScaleOffset] _Texture2DAsset_90c6e35ef4304f289c279037152a03b7_Out_0_Texture2D ("Texture2D", 2D) = "white" {}
[HideInInspector] _QueueOffset ("_QueueOffset", Float) = 0
[HideInInspector] _QueueControl ("_QueueControl", Float) = -1
[HideInInspector] [NoScaleOffset] unity_Lightmaps ("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector] [NoScaleOffset] unity_LightmapsInd ("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector] [NoScaleOffset] unity_ShadowMasks ("unity_ShadowMasks", 2DArray) = "" {}
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
float4 _MainTex_ST;
struct Vertex_Stage_Input
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct Vertex_Stage_Output
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy);
}
ENDHLSL
}
}
Fallback "Hidden/Shader Graph/FallbackError"
//CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
}
\ No newline at end of file
fileFormatVersion: 2
guid: 281fc2ad740f3c044a444ff08a10d55b
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures:
- _Texture2DAsset_90c6e35ef4304f289c279037152a03b7_Out_0_Texture2D: {fileID: 2800000, guid: f3d3a6083e3b7b747ad9732db0af0a6c, type: 3}
userData:
assetBundleName: shader graphs_normalstyle3d
assetBundleVariant:
Shader "Shader Graphs/NormalStyleUI" {
Properties {
[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
[NoScaleOffset] _LoadingTex ("LoadingTex", 2D) = "white" {}
_LoadingBlend ("LoadingBlend", Range(0, 1)) = 0
_AmbientColor ("AmbientColor", Vector) = (0.1019608,0.1019608,0.1019608,1)
_AddColor ("AddColor", Vector) = (0.5019608,0.5019608,0.5019608,1)
_Monochrome ("Monochrome", Range(0, 1)) = 0
_DirectionalLightAmp ("DirectionalLightAmp", Float) = 0.88
_FakeLightColor ("FakeLightColor", Vector) = (1,0,0,1)
_FakeLightDirection ("FakeLightDirection", Vector) = (0,0,0,0)
_FakeViewDirection ("FakeViewDirection", Vector) = (0,0,0,0)
_FakeNormalDirection ("FakeNormalDirection", Vector) = (0,0,0,0)
_FakeBlend ("FakeBlend", Range(0, 1)) = 0
_TintColor ("TintColor", Vector) = (1,1,1,1)
[NoScaleOffset] _Texture2DAsset_90c6e35ef4304f289c279037152a03b7_Out_0_Texture2D ("Texture2D", 2D) = "white" {}
[HideInInspector] _StencilComp ("Stencil Comparison", Float) = 8
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
[HideInInspector] _StencilOp ("Stencil Operation", Float) = 0
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
[HideInInspector] _ColorMask ("ColorMask", Float) = 15
[HideInInspector] _ClipRect ("ClipRect", Vector) = (0,0,0,0)
[HideInInspector] _UIMaskSoftnessX ("UIMaskSoftnessX", Float) = 1
[HideInInspector] _UIMaskSoftnessY ("UIMaskSoftnessY", Float) = 1
[HideInInspector] [NoScaleOffset] unity_Lightmaps ("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector] [NoScaleOffset] unity_LightmapsInd ("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector] [NoScaleOffset] unity_ShadowMasks ("unity_ShadowMasks", 2DArray) = "" {}
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
float4 _MainTex_ST;
struct Vertex_Stage_Input
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct Vertex_Stage_Output
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy);
}
ENDHLSL
}
}
Fallback "Hidden/Shader Graph/FallbackError"
//CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
}
\ No newline at end of file
fileFormatVersion: 2
guid: 10c7f19897f98974dbf13d925990edbf
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures:
- _Texture2DAsset_90c6e35ef4304f289c279037152a03b7_Out_0_Texture2D: {fileID: 2800000, guid: ec3fe872e2e518246b2c356340f265c3, type: 3}
userData:
assetBundleName: shader graphs_normalstyleui
assetBundleVariant:
Shader "Shader Graphs/RoyalStyle3D" {
Properties {
[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
[NoScaleOffset] _LoadingTex ("LoadingTex", 2D) = "white" {}
_LoadingBlend ("LoadingBlend", Range(0, 1)) = 0
[NoScaleOffset] _MonsterNameTex ("MonsterNameTex", 2D) = "black" {}
_MonsterNameTextBold ("MonsterNameTextBold", Float) = 1.3
_MonsterNameNormalPower ("MonsterNameNormalPower", Float) = 3
[NoScaleOffset] _AttributeTex ("AttributeTex", 2D) = "white" {}
_AttributeTile ("AttributeTile", Float) = 0
_AttributeSize_Pos ("AttributeSize&Pos", Vector) = (9.85,13.9,-3.7,-5.81)
_MainTexMetal ("MainTexMetal", Float) = 1
[NoScaleOffset] _MainNormal ("MainNormal", 2D) = "white" {}
_MainNormalPower ("MainNormalPower", Float) = 1
_FrameMetal ("FrameMetal", Float) = 0
_CubemapPower ("CubemapPower", Float) = 2
_CubemapColor ("CubemapColor", Vector) = (0.8980392,0.8666667,0.3254902,0)
[NoScaleOffset] _FrameMask ("FrameMask", 2D) = "black" {}
[HDR] _KiraColor01 ("KiraColor01", Vector) = (0.4392157,0.4156863,0.5843138,0)
[NoScaleOffset] _KiraColorTexture ("KiraColorTexture", 2D) = "white" {}
_KiraMetal01 ("KiraMetal01", Float) = -0.33
_Kira01_01Tile ("Kira01_01Tile", Float) = 0.5
_KiraNormal01_01Power ("Kira01_01Power", Float) = 1
[NoScaleOffset] _KiraNormal01_02 ("Kira01_02", 2D) = "white" {}
_Kira01_02Tile ("Kira01_02Tile", Float) = 2
_Kira01_02Power ("Kira01_02Power", Float) = -2.19
_CardDistortion01 ("CardDistortion01", Float) = 1
[NoScaleOffset] _HoloTex ("HoloTex01", 2D) = "white" {}
[HDR] _KiraColor02 ("KiraColor02", Vector) = (0.4352941,0.3960784,0.6588235,0)
_HoloShift01 ("HoloShift01", Float) = 2.18
_HoloBrightness ("HoloBrightness", Float) = 1
_KiraMetal02 ("KiraMetal02", Float) = 3
[NoScaleOffset] [Normal] _Kira02_01 ("Kira02_01", 2D) = "bump" {}
_Kira02_01Tile ("Kira02_01Tile", Float) = 1
_Kira02_01Power ("Kira02_01Power", Float) = -3.47
_Kira2_02Tile ("Kira2_02Tile", Float) = 1
_Kira02_02Power ("Kira02_02Power", Float) = 0.49
_CardDistortion02 ("CardDistortion02", Float) = 1
[NoScaleOffset] _KiraMask ("KiraMask", 2D) = "white" {}
_HoloBrightness02 ("HoloBrightness02", Float) = 1.29
_HoloShift02 ("HoloShift02", Float) = 1
_SpecularColor ("SpecularColor", Vector) = (0.1019608,0.1019608,0.1019608,1)
_Smoothness ("Smoothness", Float) = 0.5
_AmbientColor ("AmbientColor", Vector) = (0.1019608,0.1019608,0.1019608,1)
_AddColor ("AddColor", Vector) = (0.5019608,0.5019608,0.5019608,1)
_Monochrome ("Monochrome", Range(0, 1)) = 0
_DirectionalLightAmp ("DirectionalLightAmp", Float) = 0.88
_Color ("Color", Vector) = (1,1,1,0)
_ScrollSpeed ("ScrollSpeed", Float) = 1.5
_HighlightAmp ("HighlightAmp", Float) = 1.8
_HighlightScrollOffset ("HighlightScrollOffset", Float) = 0
_HighlightRotation ("HighlightRotation", Float) = -30
_CubemapContrast ("CubemapContrast", Range(0, 1)) = 0
[NoScaleOffset] _HighlightTex ("HighlightTex", 2D) = "white" {}
[NoScaleOffset] _HighlightNormal ("HighlightNormal", 2D) = "white" {}
_EnhanceColorThreshold ("EnhanceColorThreshold", Float) = 1
_RanbowPower ("RanbowPower", Float) = 0
_IllustBright ("IllustBright", Float) = 0
_IlluustRanbowPower ("IlluustRanbowPower", Float) = 0
_FakeLightColor ("FakeLightColor", Vector) = (0,0,0,0)
_FakeLightDirection ("FakeLightDirection", Vector) = (0,0,0,0)
_FakeViewDirection ("FakeViewDirection", Vector) = (0,0,0,0)
_FakeNormalDirection ("FakeNormalDirection", Vector) = (0,0,0,0)
_FakeBlend ("FakeBlend", Range(0, 1)) = 0
_TintColor ("TintColor", Vector) = (1,1,1,1)
[ToggleUI] _isFade ("isFade", Float) = 0
[NoScaleOffset] _Texture2DAsset_90c6e35ef4304f289c279037152a03b7_Out_0_Texture2D ("Texture2D", 2D) = "white" {}
[HideInInspector] _QueueOffset ("_QueueOffset", Float) = 0
[HideInInspector] _QueueControl ("_QueueControl", Float) = -1
[HideInInspector] [NoScaleOffset] unity_Lightmaps ("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector] [NoScaleOffset] unity_LightmapsInd ("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector] [NoScaleOffset] unity_ShadowMasks ("unity_ShadowMasks", 2DArray) = "" {}
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
float4 _MainTex_ST;
struct Vertex_Stage_Input
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct Vertex_Stage_Output
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
float4 _Color;
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color;
}
ENDHLSL
}
}
Fallback "Hidden/Shader Graph/FallbackError"
//CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
}
\ No newline at end of file
fileFormatVersion: 2
guid: 27b79ee02cb2507438f330137782cf42
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures:
- _Texture2DAsset_90c6e35ef4304f289c279037152a03b7_Out_0_Texture2D: {fileID: 2800000, guid: ec3fe872e2e518246b2c356340f265c3, type: 3}
userData:
assetBundleName: shader graphs_royalstyle3d
assetBundleVariant:
Shader "Shader Graphs/RoyalStyleUI" {
Properties {
[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
[NoScaleOffset] _LoadingTex ("LoadingTex", 2D) = "white" {}
_LoadingBlend ("LoadingBlend", Range(0, 1)) = 0
[NoScaleOffset] _MonsterNameTex ("MonsterNameTex", 2D) = "black" {}
_MonsterNameTextBold ("MonsterNameTextBold", Float) = 1.3
_MonsterNameNormalPower ("MonsterNameNormalPower", Float) = 3
[NoScaleOffset] _AttributeTex ("AttributeTex", 2D) = "white" {}
_AttributeTile ("AttributeTile", Float) = 0
_AttributeSize_Pos ("AttributeSize&Pos", Vector) = (9.85,13.9,-3.7,-5.81)
_MainTexMetal ("MainTexMetal", Float) = 1
[NoScaleOffset] _MainNormal ("MainNormal", 2D) = "white" {}
_MainNormalPower ("MainNormalPower", Float) = 1
_FrameMetal ("FrameMetal", Float) = 0
_CubemapPower ("CubemapPower", Float) = 2
_CubemapColor ("CubemapColor", Vector) = (0.8980392,0.8666667,0.3254902,0)
[NoScaleOffset] _FrameMask ("FrameMask", 2D) = "black" {}
[HDR] _KiraColor01 ("KiraColor01", Vector) = (0.4392157,0.4156863,0.5843138,0)
[NoScaleOffset] _KiraColorTexture ("KiraColorTexture", 2D) = "white" {}
_KiraMetal01 ("KiraMetal01", Float) = -0.33
_Kira01_01Tile ("Kira01_01Tile", Float) = 0.5
_KiraNormal01_01Power ("Kira01_01Power", Float) = 1
[NoScaleOffset] _KiraNormal01_02 ("Kira01_02", 2D) = "white" {}
_Kira01_02Tile ("Kira01_02Tile", Float) = 2
_Kira01_02Power ("Kira01_02Power", Float) = -2.19
_CardDistortion01 ("CardDistortion01", Float) = 1
[NoScaleOffset] _HoloTex ("HoloTex01", 2D) = "white" {}
[HDR] _KiraColor02 ("KiraColor02", Vector) = (0.4352941,0.3960784,0.6588235,0)
_HoloShift01 ("HoloShift01", Float) = 2.18
_HoloBrightness ("HoloBrightness", Float) = 1
_KiraMetal02 ("KiraMetal02", Float) = 3
[NoScaleOffset] [Normal] _Kira02_01 ("Kira02_01", 2D) = "bump" {}
_Kira02_01Tile ("Kira02_01Tile", Float) = 1
_Kira02_01Power ("Kira02_01Power", Float) = -3.47
_Kira2_02Tile ("Kira2_02Tile", Float) = 1
_Kira02_02Power ("Kira02_02Power", Float) = 0.49
_CardDistortion02 ("CardDistortion02", Float) = 1
[NoScaleOffset] _KiraMask ("KiraMask", 2D) = "white" {}
_HoloBrightness02 ("HoloBrightness02", Float) = 1.29
_HoloShift02 ("HoloShift02", Float) = 1
_SpecularColor ("SpecularColor", Vector) = (0.1019608,0.1019608,0.1019608,1)
_Smoothness ("Smoothness", Float) = 0.5
_AmbientColor ("AmbientColor", Vector) = (0.1019608,0.1019608,0.1019608,1)
_AddColor ("AddColor", Vector) = (0.5019608,0.5019608,0.5019608,1)
_Monochrome ("Monochrome", Range(0, 1)) = 0
_DirectionalLightAmp ("DirectionalLightAmp", Float) = 0.88
_Color ("Color", Vector) = (1,1,1,0)
_ScrollSpeed ("ScrollSpeed", Float) = 1.5
_HighlightAmp ("HighlightAmp", Float) = 1.8
_HighlightScrollOffset ("HighlightScrollOffset", Float) = 0
_HighlightRotation ("HighlightRotation", Float) = -30
_CubemapContrast ("CubemapContrast", Range(0, 1)) = 0
[NoScaleOffset] _HighlightTex ("HighlightTex", 2D) = "white" {}
[NoScaleOffset] _HighlightNormal ("HighlightNormal", 2D) = "white" {}
_EnhanceColorThreshold ("EnhanceColorThreshold", Float) = 1
_RanbowPower ("RanbowPower", Float) = 0
_IllustBright ("IllustBright", Float) = 0
_IlluustRanbowPower ("IlluustRanbowPower", Float) = 0
_FakeLightColor ("FakeLightColor", Vector) = (0,0,0,0)
_FakeLightDirection ("FakeLightDirection", Vector) = (0,0,0,0)
_FakeViewDirection ("FakeViewDirection", Vector) = (0,0,0,0)
_FakeNormalDirection ("FakeNormalDirection", Vector) = (0,0,0,0)
_FakeBlend ("FakeBlend", Range(0, 1)) = 0
_TintColor ("TintColor", Vector) = (1,1,1,1)
[NoScaleOffset] _Texture2DAsset_90c6e35ef4304f289c279037152a03b7_Out_0_Texture2D ("Texture2D", 2D) = "white" {}
[HideInInspector] _StencilComp ("Stencil Comparison", Float) = 8
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
[HideInInspector] _StencilOp ("Stencil Operation", Float) = 0
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
[HideInInspector] _ColorMask ("ColorMask", Float) = 15
[HideInInspector] _ClipRect ("ClipRect", Vector) = (0,0,0,0)
[HideInInspector] _UIMaskSoftnessX ("UIMaskSoftnessX", Float) = 1
[HideInInspector] _UIMaskSoftnessY ("UIMaskSoftnessY", Float) = 1
[HideInInspector] [NoScaleOffset] unity_Lightmaps ("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector] [NoScaleOffset] unity_LightmapsInd ("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector] [NoScaleOffset] unity_ShadowMasks ("unity_ShadowMasks", 2DArray) = "" {}
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
float4 _MainTex_ST;
struct Vertex_Stage_Input
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct Vertex_Stage_Output
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
float4 _Color;
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color;
}
ENDHLSL
}
}
Fallback "Hidden/Shader Graph/FallbackError"
//CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
}
\ No newline at end of file
fileFormatVersion: 2
guid: 834a5fcf9d74aa14ea1191b296175536
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures:
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userData:
assetBundleName: shader graphs_royalstyleui
assetBundleVariant:
Shader "Shader Graphs/ShineStyle3D" {
Properties {
[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
[NoScaleOffset] _LoadingTex ("LoadingTex", 2D) = "white" {}
_LoadingBlend ("LoadingBlend", Range(0, 1)) = 0
[NoScaleOffset] _MonsterNameTex ("MonsterNameTex", 2D) = "black" {}
_MonsterNameTextBold ("MonsterNameTextBold", Float) = 1.3
[NoScaleOffset] _AttributeTex ("AttributeTex", 2D) = "white" {}
_AttributeTile ("AttributeTile", Float) = 1
_AttributeSize_Pos ("AttributeSize&Pos", Vector) = (9.85,13.9,-3.7,-5.81)
_MainTexMetal ("MainTexMetal", Float) = 0
[NoScaleOffset] [Normal] _MainNormal ("MainNormal", 2D) = "bump" {}
_FrameMetal ("FrameMetal", Float) = 1
[NoScaleOffset] _FrameMask ("FrameMask", 2D) = "white" {}
_MainNormalPower ("MainNormalPower", Float) = 0.86
_EnvironmentPower ("EnvironmentPower", Float) = 1
_EnvironmentColor ("EnvironmentColor", Vector) = (1,1,1,0)
[HDR] _CardNameColor ("CardNameColor", Vector) = (1,1,1,0)
[HDR] _KiraColor ("KiraColor", Vector) = (0.3764706,0.4,0.5568628,0)
[NoScaleOffset] _KiraColorTexture ("KiraColorTexture", 2D) = "white" {}
_KiraMetal ("KiraMetal", Float) = 1
[NoScaleOffset] _KiraMask ("KiraMask", 2D) = "white" {}
[NoScaleOffset] _KiraNormal01 ("Kira01", 2D) = "white" {}
_Kira01Tile ("Kira01Tile", Float) = 1
_KiraNormal01Power ("Kira01Power", Float) = 1
_Kira02Tile ("Kira02Tile", Float) = 1
_KiraNormal02Power ("Kira02Power", Float) = 1
_CardDistortion ("CardDistortion", Float) = 0
[NoScaleOffset] _HoloTex ("HoloTex", 2D) = "white" {}
_HoloShift ("HoloShift", Float) = 1
_HoloBrightness ("HoloBrightness", Float) = 0.7
_SpecularColor ("SpecularColor", Vector) = (0.7647059,0.7647059,0.7647059,1)
_Smoothness ("Smoothness", Float) = 0.5
_AmbientColor ("AmbientColor", Vector) = (0.0754717,0.0754717,0.0754717,1)
_AddColor ("AddColor", Vector) = (0.5019608,0.5019608,0.5019608,1)
_Monochrome ("Monochrome", Range(0, 1)) = 0
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_ScrollSpeed ("ScrollSpeed", Float) = 1.5
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_HighlightScrollOffset ("HighlightScrollOffset", Float) = 0
_HighlightRotation ("HighlightRotation", Float) = -30
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_IllustBrightness ("IllustBrightness", Float) = 0
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_FakeLightColor ("FakeLightColor", Vector) = (0,0,0,0)
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[ToggleUI] _isFade ("isFade", Float) = 0
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[HideInInspector] _QueueOffset ("_QueueOffset", Float) = 0
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[HideInInspector] [NoScaleOffset] unity_LightmapsInd ("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector] [NoScaleOffset] unity_ShadowMasks ("unity_ShadowMasks", 2DArray) = "" {}
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