场景上传
parent
f26a0be0d6
commit
4dc823c26f
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "X1/UI/StarFlash"
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{
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Properties
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{
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_MainTex("MainTex", 2D) = "white" {}
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_speed("speed", Range( 0 , 1)) = 1
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_MinLight("MinLight", Range( 0 , 1)) = 0
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_cutTime("cutTime", Float) = 0
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_Stnecil("Stnecil", Float) = 0
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_StencilComp("StencilComp", Float) = 0
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent" }
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LOD 100
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CGINCLUDE
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#pragma target 3.0
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ENDCG
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Blend SrcAlpha OneMinusSrcAlpha
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AlphaToMask Off
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Cull Back
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ColorMask RGBA
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ZWrite Off
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ZTest LEqual
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Offset 0 , 0
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Stencil
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{
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Ref [_Stnecil]
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Comp [_StencilComp]
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Pass Keep
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Fail Keep
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ZFail Keep
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}
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Pass
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{
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Name "Unlit"
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Tags { "LightMode"="ForwardBase" }
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CGPROGRAM
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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//only defining to not throw compilation error over Unity 5.5
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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#include "UnityShaderVariables.cginc"
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#define ASE_NEEDS_FRAG_COLOR
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struct appdata
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
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float3 worldPos : TEXCOORD0;
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#endif
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float4 ase_color : COLOR;
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float4 ase_texcoord1 : TEXCOORD1;
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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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uniform float _StencilComp;
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uniform float _Stnecil;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform float _speed;
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uniform float _cutTime;
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uniform float _MinLight;
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v2f vert ( appdata v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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o.ase_color = v.color;
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o.ase_texcoord1.xy = v.ase_texcoord.xy;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord1.zw = 0;
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float3 vertexValue = float3(0, 0, 0);
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#if ASE_ABSOLUTE_VERTEX_POS
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vertexValue = v.vertex.xyz;
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#endif
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vertexValue = vertexValue;
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#if ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#endif
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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#endif
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return o;
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}
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fixed4 frag (v2f i ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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fixed4 finalColor;
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#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
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float3 WorldPosition = i.worldPos;
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#endif
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float temp_output_31_0 = (0.0 + (i.ase_color.a - 0.0) * (2.0 - 0.0) / (1.0 - 0.0));
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float2 uv_MainTex = i.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex );
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float mulTime26 = _Time.y * _speed;
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float clampResult40 = clamp( (-_cutTime + (abs( (-1.0 + (frac( ( tex2DNode1.r + mulTime26 ) ) - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) - 0.0) * (1.0 - -_cutTime) / (1.0 - 0.0)) , 0.0 , 1.0 );
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float temp_output_37_0 = (_MinLight + (clampResult40 - 0.0) * (1.0 - _MinLight) / (1.0 - 0.0));
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float4 appendResult14 = (float4(( (i.ase_color).rgb * (1.0 + (max( temp_output_31_0 , 1.0 ) - 1.0) * (20.0 - 1.0) / (2.0 - 1.0)) * temp_output_37_0 ) , ( min( temp_output_31_0 , 1.0 ) * temp_output_37_0 * tex2DNode1.g )));
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finalColor = appendResult14;
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return finalColor;
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}
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ENDCG
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}
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}
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=18707
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108;33;1067;634;2423.79;755.7086;2.085805;True;False
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Node;AmplifyShaderEditor.RangedFloatNode;29;-1851.614,-448.8238;Inherit;False;Property;_speed;speed;1;0;Create;True;0;0;False;0;False;1;0.666;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleTimeNode;26;-1500.73,-486.5703;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;1;-1833.359,-733.0653;Inherit;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;False;0;False;-1;ce23ecaa423db1848adaef5fae832696;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleAddOpNode;25;-1216.296,-690.8917;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.FractNode;27;-1001.537,-703.4071;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;41;-608.7545,-412.2315;Inherit;False;Property;_cutTime;cutTime;3;0;Create;True;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TFHCRemapNode;24;-842.464,-695.1087;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;-1;False;4;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.NegateNode;42;-449.2705,-419.2893;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.VertexColorNode;10;-974.3242,186.8805;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.AbsOpNode;28;-574.34,-664.1362;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.TFHCRemapNode;31;-497.5274,300.7747;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;2;False;1;FLOAT;0
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Node;AmplifyShaderEditor.TFHCRemapNode;39;-279.5034,-625.3206;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;-1;False;4;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;38;-100.1667,-275.3564;Inherit;False;Property;_MinLight;MinLight;2;0;Create;True;0;0;False;0;False;0;0.467;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMaxOpNode;33;-233.5274,287.7747;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ClampOpNode;40;80.26659,-552.1271;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ComponentMaskNode;13;-327.1389,79.37015;Inherit;False;True;True;True;False;1;0;COLOR;0,0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.TFHCRemapNode;34;-76.17931,212.3355;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;1;False;2;FLOAT;2;False;3;FLOAT;1;False;4;FLOAT;20;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMinOpNode;32;-222.5274,488.7747;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.TFHCRemapNode;37;387.4402,-405.5869;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;730.2554,-220.9722;Inherit;False;3;3;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;35;769.5653,38.40256;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.DynamicAppendNode;14;1119.76,-164.2731;Inherit;False;FLOAT4;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;1;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.RangedFloatNode;44;-1242.818,-163.7123;Inherit;False;Property;_StencilComp;StencilComp;5;0;Create;True;0;0;True;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;43;-1239.456,-250.5718;Inherit;False;Property;_Stnecil;Stnecil;4;0;Create;True;0;0;True;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;1314.706,-179.7995;Float;False;True;-1;2;ASEMaterialInspector;100;1;X1/UI/StarFlash;0770190933193b94aaa3065e307002fa;True;Unlit;0;0;Unlit;2;True;2;5;False;-1;10;False;-1;0;1;False;-1;0;False;-1;True;0;False;-1;0;False;-1;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;True;True;True;True;True;0;False;-1;False;False;False;True;True;255;True;43;255;False;-1;255;False;-1;5;True;44;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;2;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;2;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;2;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=ForwardBase;False;0;;0;0;Standard;1;Vertex Position,InvertActionOnDeselection;1;0;1;True;False;;False;0
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WireConnection;26;0;29;0
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WireConnection;25;0;1;1
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||||
WireConnection;25;1;26;0
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WireConnection;27;0;25;0
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||||
WireConnection;24;0;27;0
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||||
WireConnection;42;0;41;0
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||||
WireConnection;28;0;24;0
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||||
WireConnection;31;0;10;4
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||||
WireConnection;39;0;28;0
|
||||
WireConnection;39;3;42;0
|
||||
WireConnection;33;0;31;0
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||||
WireConnection;40;0;39;0
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||||
WireConnection;13;0;10;0
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||||
WireConnection;34;0;33;0
|
||||
WireConnection;32;0;31;0
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||||
WireConnection;37;0;40;0
|
||||
WireConnection;37;3;38;0
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||||
WireConnection;11;0;13;0
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||||
WireConnection;11;1;34;0
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||||
WireConnection;11;2;37;0
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||||
WireConnection;35;0;32;0
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||||
WireConnection;35;1;37;0
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||||
WireConnection;35;2;1;2
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||||
WireConnection;14;0;11;0
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||||
WireConnection;14;3;35;0
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||||
WireConnection;0;0;14;0
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||||
ASEEND*/
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||||
//CHKSM=37E49829820AA7378B2A8BD71C93EEC89A5EF69B
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@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: b77d37d1f43c97c49b0311978154c788
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ShaderImporter:
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externalObjects: {}
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||||
defaultTextures: []
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||||
nonModifiableTextures: []
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userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
|
|
@ -0,0 +1,278 @@
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "X1_UI_sceneLight"
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{
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Properties
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{
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[NoScaleOffset]_MainTex("MainTex", 2D) = "white" {}
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||||
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}
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||||
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SubShader
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{
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||||
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Tags { "RenderType"="Transparent" "Queue"="Transparent" }
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LOD 100
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CGINCLUDE
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#pragma target 3.0
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ENDCG
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Blend One One
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AlphaToMask Off
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Cull Back
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ColorMask RGBA
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ZWrite Off
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ZTest LEqual
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Offset 0 , 0
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Pass
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{
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Name "Unlit"
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Tags { "LightMode"="ForwardBase" }
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CGPROGRAM
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#define ASE_ABSOLUTE_VERTEX_POS 1
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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//only defining to not throw compilation error over Unity 5.5
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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#include "UnityShaderVariables.cginc"
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#define ASE_NEEDS_VERT_COLOR
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#define ASE_NEEDS_VERT_POSITION
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#define ASE_NEEDS_FRAG_COLOR
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||||
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||||
struct appdata
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||||
{
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||||
float4 vertex : POSITION;
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float4 color : COLOR;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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||||
};
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||||
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||||
struct v2f
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||||
{
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float4 vertex : SV_POSITION;
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||||
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
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float3 worldPos : TEXCOORD0;
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#endif
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float4 ase_color : COLOR;
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float4 ase_texcoord1 : TEXCOORD1;
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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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||||
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uniform sampler2D _MainTex;
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float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
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{
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original -= center;
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float C = cos( angle );
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float S = sin( angle );
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float t = 1 - C;
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float m00 = t * u.x * u.x + C;
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float m01 = t * u.x * u.y - S * u.z;
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float m02 = t * u.x * u.z + S * u.y;
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float m10 = t * u.x * u.y + S * u.z;
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float m11 = t * u.y * u.y + C;
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float m12 = t * u.y * u.z - S * u.x;
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float m20 = t * u.x * u.z - S * u.y;
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float m21 = t * u.y * u.z + S * u.x;
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float m22 = t * u.z * u.z + C;
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float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
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return mul( finalMatrix, original ) + center;
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}
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float3 HSVToRGB( float3 c )
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{
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float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
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float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
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return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
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}
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v2f vert ( appdata v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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float mulTime73 = _Time.y * (0.4 + (v.color.b - 0.0) * (3.0 - 0.4) / (1.0 - 0.0));
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float2 texCoord54 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
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float3 appendResult60 = (float3(( ( texCoord54.x - 0.5 ) * 2.0 ) , texCoord54.y , 0.0));
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float3 rotatedValue2 = RotateAroundAxis( v.vertex.xyz, ( v.vertex.xyz + ( float3(30,300,0) * appendResult60 ) ), float3( 0,0,1 ), -( ( v.color.r * UNITY_PI ) * sin( mulTime73 ) ) );
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o.ase_color = v.color;
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o.ase_texcoord1.xy = v.ase_texcoord.xy;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord1.zw = 0;
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float3 vertexValue = float3(0, 0, 0);
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#if ASE_ABSOLUTE_VERTEX_POS
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vertexValue = v.vertex.xyz;
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#endif
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vertexValue = rotatedValue2;
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#if ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#endif
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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#endif
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return o;
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||||
}
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fixed4 frag (v2f i ) : SV_Target
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{
|
||||
UNITY_SETUP_INSTANCE_ID(i);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
fixed4 finalColor;
|
||||
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
|
||||
float3 WorldPosition = i.worldPos;
|
||||
#endif
|
||||
float color65 = i.ase_color.g;
|
||||
float3 hsvTorgb68 = HSVToRGB( float3(color65,1.0,1.0) );
|
||||
float highLight67 = i.ase_color.a;
|
||||
float temp_output_33_0 = ( 0.1357962 + 0.5 );
|
||||
float2 texCoord10 = i.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
||||
float temp_output_27_0 = (0.0 + (atan2( ((float2( -1,0 ) + (texCoord10 - float2( 0,0 )) * (float2( 1,1 ) - float2( -1,0 )) / (float2( 1,1 ) - float2( 0,0 )))).x , ((float2( -1,0 ) + (texCoord10 - float2( 0,0 )) * (float2( 1,1 ) - float2( -1,0 )) / (float2( 1,1 ) - float2( 0,0 )))).y ) - -UNITY_PI) * (1.0 - 0.0) / (UNITY_PI - -UNITY_PI));
|
||||
float smoothstepResult29 = smoothstep( temp_output_33_0 , ( temp_output_33_0 + 0.05 ) , temp_output_27_0);
|
||||
float temp_output_35_0 = ( -0.1357962 + 0.5 );
|
||||
float smoothstepResult31 = smoothstep( ( temp_output_35_0 + -0.05 ) , temp_output_35_0 , temp_output_27_0);
|
||||
float clampResult43 = clamp( pow( ( 1.0 - distance( texCoord10 , float2( 0.5,0 ) ) ) , 2.0 ) , 0.0 , 1.0 );
|
||||
|
||||
|
||||
finalColor = float4( ( ( hsvTorgb68 * (0.0 + (highLight67 - 0.0) * (10.0 - 0.0) / (1.0 - 0.0)) ) * ( ( 1.0 - smoothstepResult29 ) * smoothstepResult31 * clampResult43 ) ) , 0.0 );
|
||||
return finalColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "ASEMaterialInspector"
|
||||
|
||||
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=18707
|
||||
-1079;680;1044;985;801.274;-749.4839;1.897345;True;False
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||||
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|
||||
Node;AmplifyShaderEditor.TFHCRemapNode;23;-1015.365,52.3605;Inherit;True;5;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT2;1,1;False;3;FLOAT2;-1,0;False;4;FLOAT2;1,1;False;1;FLOAT2;0
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||||
Node;AmplifyShaderEditor.TFHCRemapNode;21;-985.3845,-212.2601;Inherit;True;5;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT2;1,1;False;3;FLOAT2;-1,0;False;4;FLOAT2;1,1;False;1;FLOAT2;0
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||||
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||||
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||||
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||||
Node;AmplifyShaderEditor.ComponentMaskNode;24;-694.355,54.6372;Inherit;True;False;True;True;True;1;0;FLOAT2;0,0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.VertexColorNode;63;-536.9855,830.8347;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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||||
Node;AmplifyShaderEditor.TextureCoordinatesNode;54;11.03515,1555.253;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.NegateNode;28;-278.1082,31.09163;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.TFHCRemapNode;75;-245.8776,1214.198;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0.4;False;4;FLOAT;3;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode;33;-122.7614,235.1226;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0.5;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.SimpleSubtractOpNode;61;259.8128,1514.091;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0.5;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.NegateNode;34;-260.12,346.0266;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.DistanceOpNode;13;-386.0232,-334.3466;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0.5,0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.ATan2OpNode;17;-342.2278,-210.1466;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;67;-201.5962,1050.821;Inherit;False;highLight;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;65;-207.9309,909.4756;Inherit;False;color;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TFHCRemapNode;27;-52.63099,-108.8935;Inherit;True;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;1;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;62;409.8129,1527.091;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;2;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode;35;-109.8227,380.0652;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0.5;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.OneMinusNode;14;-44.38145,-322.3118;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode;36;41.44074,232.4828;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0.05;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleTimeNode;73;-25.82233,1240.036;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;69;763.1226,-651.995;Inherit;False;65;color;1;0;OBJECT;;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;71;855.0409,-456.1414;Inherit;False;67;highLight;1;0;OBJECT;;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.DynamicAppendNode;60;628.6603,1564.842;Inherit;True;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
|
||||
Node;AmplifyShaderEditor.SmoothstepOpNode;29;608.774,-139.0283;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0.7;False;2;FLOAT;0.75;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.PiNode;7;-199.1778,803.977;Inherit;False;1;0;FLOAT;0.1;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode;37;85.23581,329.3087;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;-0.05;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SinOpNode;74;175.1777,1188.036;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.Vector3Node;53;523.6271,1240.72;Inherit;False;Constant;_Vector0;Vector 0;5;0;Create;True;0;0;False;0;False;30,300,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
||||
Node;AmplifyShaderEditor.PowerNode;40;264.8435,-332.4777;Inherit;False;False;2;0;FLOAT;0;False;1;FLOAT;2;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.PosVertexDataNode;4;526.9319,1074.07;Inherit;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.OneMinusNode;38;911.7283,-76.27747;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;55;811.2891,1388.661;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
|
||||
Node;AmplifyShaderEditor.HSVToRGBNode;68;1051.745,-656.9474;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;1;False;2;FLOAT;1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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||||
Node;AmplifyShaderEditor.SmoothstepOpNode;31;654.3624,216.2265;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;12;289.8309,917.6324;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.ClampOpNode;43;564.9635,-342.7603;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.TFHCRemapNode;72;1061.183,-456.1477;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;10;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode;52;988.6743,1212.416;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
|
||||
Node;AmplifyShaderEditor.NegateNode;8;496.5284,774.3791;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;39;1243.577,-86.53371;Inherit;True;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;70;1307.198,-658.4048;Inherit;True;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
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||||
Node;AmplifyShaderEditor.RotateAboutAxisNode;2;1342.655,891.5195;Inherit;False;False;4;0;FLOAT3;0,0,1;False;1;FLOAT;0;False;2;FLOAT3;0,200,0;False;3;FLOAT3;0,0,0;False;1;FLOAT3;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;51;1722.756,-388.9374;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
|
||||
Node;AmplifyShaderEditor.SamplerNode;1;355.0216,1771.229;Inherit;True;Property;_MainTex;MainTex;0;1;[NoScaleOffset];Create;True;0;0;True;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;2324.839,127.7578;Float;False;True;-1;2;ASEMaterialInspector;100;1;X1_UI_sceneLight;0770190933193b94aaa3065e307002fa;True;Unlit;0;0;Unlit;2;True;4;1;False;-1;1;False;-1;0;1;False;-1;0;False;-1;True;0;False;-1;0;False;-1;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;True;True;True;True;True;0;False;-1;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;2;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;2;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;2;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=ForwardBase;False;0;;0;0;Standard;1;Vertex Position,InvertActionOnDeselection;0;0;1;True;False;;False;0
|
||||
WireConnection;23;0;10;0
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||||
WireConnection;21;0;10;0
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||||
WireConnection;22;0;21;0
|
||||
WireConnection;24;0;23;0
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||||
WireConnection;28;0;26;0
|
||||
WireConnection;75;0;63;3
|
||||
WireConnection;33;0;32;0
|
||||
WireConnection;61;0;54;1
|
||||
WireConnection;34;0;32;0
|
||||
WireConnection;13;0;10;0
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||||
WireConnection;17;0;22;0
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||||
WireConnection;17;1;24;0
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||||
WireConnection;67;0;63;4
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||||
WireConnection;65;0;63;2
|
||||
WireConnection;27;0;17;0
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||||
WireConnection;27;1;28;0
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||||
WireConnection;27;2;26;0
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||||
WireConnection;62;0;61;0
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||||
WireConnection;35;0;34;0
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||||
WireConnection;14;0;13;0
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||||
WireConnection;36;0;33;0
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||||
WireConnection;73;0;75;0
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||||
WireConnection;60;0;62;0
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||||
WireConnection;60;1;54;2
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||||
WireConnection;29;0;27;0
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||||
WireConnection;29;1;33;0
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||||
WireConnection;29;2;36;0
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||||
WireConnection;7;0;63;1
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||||
WireConnection;37;0;35;0
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||||
WireConnection;74;0;73;0
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||||
WireConnection;40;0;14;0
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||||
WireConnection;38;0;29;0
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||||
WireConnection;55;0;53;0
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||||
WireConnection;55;1;60;0
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||||
WireConnection;68;0;69;0
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||||
WireConnection;31;0;27;0
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||||
WireConnection;31;1;37;0
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||||
WireConnection;31;2;35;0
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||||
WireConnection;12;0;7;0
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||||
WireConnection;12;1;74;0
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WireConnection;43;0;40;0
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WireConnection;72;0;71;0
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WireConnection;52;0;4;0
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WireConnection;52;1;55;0
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||||
WireConnection;8;0;12;0
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||||
WireConnection;39;0;38;0
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WireConnection;39;1;31;0
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WireConnection;39;2;43;0
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||||
WireConnection;70;0;68;0
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WireConnection;70;1;72;0
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WireConnection;2;1;8;0
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WireConnection;2;2;4;0
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WireConnection;2;3;52;0
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WireConnection;51;0;70;0
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WireConnection;51;1;39;0
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WireConnection;0;0;51;0
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WireConnection;0;1;2;0
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||||
ASEEND*/
|
||||
//CHKSM=7ECF5258295A9E15DF73D521492EE6EBD980A984
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c5fcfb9cb04e787468b41ecf97d360b4
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,193 @@
|
|||
// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "X1_UI_zhuchangjin_feichuan"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
_HDRTex("HDRTex", 2D) = "black" {}
|
||||
_MoveSize("MoveSize", Vector) = (0,0,0,0)
|
||||
_HighLight("HighLight", Range( 1 , 10)) = 1
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
|
||||
|
||||
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
|
||||
LOD 100
|
||||
|
||||
CGINCLUDE
|
||||
#pragma target 3.0
|
||||
ENDCG
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
AlphaToMask Off
|
||||
Cull Back
|
||||
ColorMask RGBA
|
||||
ZWrite Off
|
||||
ZTest Always
|
||||
Offset 0 , 0
|
||||
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Unlit"
|
||||
Tags { "LightMode"="ForwardBase" }
|
||||
CGPROGRAM
|
||||
|
||||
|
||||
|
||||
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
|
||||
//only defining to not throw compilation error over Unity 5.5
|
||||
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
||||
#endif
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_instancing
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityShaderVariables.cginc"
|
||||
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
|
||||
float3 worldPos : TEXCOORD0;
|
||||
#endif
|
||||
float4 ase_texcoord1 : TEXCOORD1;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
uniform float4 _MoveSize;
|
||||
uniform sampler2D _HDRTex;
|
||||
uniform float4 _HDRTex_ST;
|
||||
uniform float _HighLight;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
|
||||
|
||||
v2f vert ( appdata v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
|
||||
float mulTime24 = _Time.y * _MoveSize.z;
|
||||
float mulTime27 = _Time.y * _MoveSize.w;
|
||||
float3 appendResult18 = (float3(sin( mulTime24 ) , sin( mulTime27 ) , 0.0));
|
||||
float3 appendResult16 = (float3(_MoveSize.x , _MoveSize.y , 0.0));
|
||||
float4 transform6 = mul(unity_WorldToObject,float4( ( float3(1,1,0) * ( appendResult18 + float3( -0.5,-0.5,0 ) ) * appendResult16 ) , 0.0 ));
|
||||
|
||||
o.ase_texcoord1.xy = v.ase_texcoord.xy;
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord1.zw = 0;
|
||||
float3 vertexValue = float3(0, 0, 0);
|
||||
#if ASE_ABSOLUTE_VERTEX_POS
|
||||
vertexValue = v.vertex.xyz;
|
||||
#endif
|
||||
vertexValue = transform6.xyz;
|
||||
#if ASE_ABSOLUTE_VERTEX_POS
|
||||
v.vertex.xyz = vertexValue;
|
||||
#else
|
||||
v.vertex.xyz += vertexValue;
|
||||
#endif
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
|
||||
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
|
||||
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||||
#endif
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(i);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
fixed4 finalColor;
|
||||
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
|
||||
float3 WorldPosition = i.worldPos;
|
||||
#endif
|
||||
float2 uv_HDRTex = i.ase_texcoord1.xy * _HDRTex_ST.xy + _HDRTex_ST.zw;
|
||||
float4 tex2DNode29 = tex2D( _HDRTex, uv_HDRTex );
|
||||
float3 appendResult32 = (float3(tex2DNode29.r , tex2DNode29.g , tex2DNode29.b));
|
||||
float mulTime38 = _Time.y * 6.0;
|
||||
float2 uv_MainTex = i.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
|
||||
|
||||
finalColor = ( float4( ( appendResult32 * _HighLight * ( ( sin( mulTime38 ) + 1.0 ) * 0.5 ) ) , 0.0 ) + tex2D( _MainTex, uv_MainTex ) );
|
||||
return finalColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "ASEMaterialInspector"
|
||||
|
||||
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=18707
|
||||
-186;82;1035;634;1520.46;838.155;1.3;True;True
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Node;AmplifyShaderEditor.Vector4Node;19;-1796.546,488.8513;Inherit;False;Property;_MoveSize;MoveSize;2;0;Create;True;0;0;False;0;False;0,0,0,0;0.1,0.06,0.3,0.6;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.SimpleTimeNode;24;-1269.1,248.9931;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleTimeNode;38;-925.113,-439.9015;Inherit;False;1;0;FLOAT;6;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.SimpleTimeNode;27;-1256.607,384.1143;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.SinOpNode;23;-1004.6,241.5329;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SinOpNode;26;-931.0017,391.7878;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SinOpNode;39;-680.6133,-433.3617;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.DynamicAppendNode;18;-729.0736,281.6505;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
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||||
Node;AmplifyShaderEditor.SamplerNode;29;-785.0431,-811.315;Inherit;True;Property;_HDRTex;HDRTex;1;0;Create;True;0;0;False;0;False;-1;None;7133614f6b5e5e14e9b3f8ef4bc82528;True;0;False;black;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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||||
Node;AmplifyShaderEditor.SimpleAddOpNode;40;-513.949,-486.0151;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
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||||
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||||
Node;AmplifyShaderEditor.DynamicAppendNode;16;-537.7188,578.9873;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
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||||
Node;AmplifyShaderEditor.RangedFloatNode;30;-620.3983,-600.9731;Inherit;False;Property;_HighLight;HighLight;3;0;Create;True;0;0;False;0;False;1;10;1;10;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;41;-343.949,-463.0151;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0.5;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.Vector3Node;3;-666.8675,61.7347;Inherit;False;Constant;_Vector0;Vector 0;1;0;Create;True;0;0;False;0;False;1,1,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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||||
Node;AmplifyShaderEditor.DynamicAppendNode;32;-374.3983,-768.9731;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
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||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;4;-349.7983,132.047;Inherit;False;3;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0
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||||
Node;AmplifyShaderEditor.SamplerNode;2;-577.7268,-272.8642;Inherit;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;31;-160.3983,-690.9731;Inherit;False;3;3;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT3;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode;34;-88.63647,-522.4386;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.WorldToObjectTransfNode;6;-28.24772,125.372;Inherit;False;1;0;FLOAT4;0,0,0,1;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1;113.8419,-147.6838;Float;False;True;-1;2;ASEMaterialInspector;100;1;X1_UI_zhuchangjin_feichuan;0770190933193b94aaa3065e307002fa;True;Unlit;0;0;Unlit;2;True;2;5;False;-1;10;False;-1;0;1;False;-1;0;False;-1;True;0;False;-1;0;False;-1;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;True;True;True;True;True;0;False;-1;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;2;False;-1;True;7;False;-1;True;True;0;False;-1;0;False;-1;True;2;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;2;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=ForwardBase;False;0;;0;0;Standard;1;Vertex Position,InvertActionOnDeselection;1;0;1;True;False;;False;0
|
||||
WireConnection;24;0;19;3
|
||||
WireConnection;27;0;19;4
|
||||
WireConnection;23;0;24;0
|
||||
WireConnection;26;0;27;0
|
||||
WireConnection;39;0;38;0
|
||||
WireConnection;18;0;23;0
|
||||
WireConnection;18;1;26;0
|
||||
WireConnection;40;0;39;0
|
||||
WireConnection;28;0;18;0
|
||||
WireConnection;16;0;19;1
|
||||
WireConnection;16;1;19;2
|
||||
WireConnection;41;0;40;0
|
||||
WireConnection;32;0;29;1
|
||||
WireConnection;32;1;29;2
|
||||
WireConnection;32;2;29;3
|
||||
WireConnection;4;0;3;0
|
||||
WireConnection;4;1;28;0
|
||||
WireConnection;4;2;16;0
|
||||
WireConnection;31;0;32;0
|
||||
WireConnection;31;1;30;0
|
||||
WireConnection;31;2;41;0
|
||||
WireConnection;34;0;31;0
|
||||
WireConnection;34;1;2;0
|
||||
WireConnection;6;0;4;0
|
||||
WireConnection;1;0;34;0
|
||||
WireConnection;1;1;6;0
|
||||
ASEEND*/
|
||||
//CHKSM=FDF202722C36723B96327F362F19FADD0685EFCD
|
||||
|
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
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||||
guid: 3a139a9dd7efbbc4285686f1070ef575
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Loading…
Reference in New Issue