From 4dc823c26f47f0a30957630923fc6b9b0051c61c Mon Sep 17 00:00:00 2001 From: "PC-202302260912\\Administrator" <419983115@qq.com> Date: Fri, 28 Jun 2024 16:47:06 +0800 Subject: [PATCH] =?UTF-8?q?=E5=9C=BA=E6=99=AF=E4=B8=8A=E4=BC=A0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../X1_Shaders/X1_UI_StarFlash.shader | 205 +++++++++++++ .../X1_Shaders/X1_UI_StarFlash.shader.meta | 9 + .../X1_Shaders/X1_UI_sceneLight.shader | 278 ++++++++++++++++++ .../X1_Shaders/X1_UI_sceneLight.shader.meta | 9 + .../X1_UI_zhuchangjin_feichuan.shader | 193 ++++++++++++ .../X1_UI_zhuchangjin_feichuan.shader.meta | 10 + 6 files changed, 704 insertions(+) create mode 100644 Assets/ManagedResources/PublicArtRes/X1_Shaders/X1_UI_StarFlash.shader create mode 100644 Assets/ManagedResources/PublicArtRes/X1_Shaders/X1_UI_StarFlash.shader.meta create mode 100644 Assets/ManagedResources/PublicArtRes/X1_Shaders/X1_UI_sceneLight.shader create mode 100644 Assets/ManagedResources/PublicArtRes/X1_Shaders/X1_UI_sceneLight.shader.meta create mode 100644 Assets/ManagedResources/PublicArtRes/X1_Shaders/X1_UI_zhuchangjin_feichuan.shader create mode 100644 Assets/ManagedResources/PublicArtRes/X1_Shaders/X1_UI_zhuchangjin_feichuan.shader.meta diff --git a/Assets/ManagedResources/PublicArtRes/X1_Shaders/X1_UI_StarFlash.shader b/Assets/ManagedResources/PublicArtRes/X1_Shaders/X1_UI_StarFlash.shader new file mode 100644 index 0000000000..02ae2e2d5c --- /dev/null +++ b/Assets/ManagedResources/PublicArtRes/X1_Shaders/X1_UI_StarFlash.shader @@ -0,0 +1,205 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "X1/UI/StarFlash" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _speed("speed", Range( 0 , 1)) = 1 + _MinLight("MinLight", Range( 0 , 1)) = 0 + _cutTime("cutTime", Float) = 0 + _Stnecil("Stnecil", Float) = 0 + _StencilComp("StencilComp", Float) = 0 + [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 LEqual + Offset 0 , 0 + Stencil + { + Ref [_Stnecil] + Comp [_StencilComp] + Pass Keep + Fail Keep + ZFail Keep + } + + + 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" + #define ASE_NEEDS_FRAG_COLOR + + + 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_color : COLOR; + float4 ase_texcoord1 : TEXCOORD1; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + uniform float _StencilComp; + uniform float _Stnecil; + uniform sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform float _speed; + uniform float _cutTime; + uniform float _MinLight; + + + v2f vert ( appdata v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + o.ase_color = v.color; + 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 = vertexValue; + #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 + float temp_output_31_0 = (0.0 + (i.ase_color.a - 0.0) * (2.0 - 0.0) / (1.0 - 0.0)); + float2 uv_MainTex = i.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex ); + float mulTime26 = _Time.y * _speed; + 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 ); + float temp_output_37_0 = (_MinLight + (clampResult40 - 0.0) * (1.0 - _MinLight) / (1.0 - 0.0)); + 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 ))); + + + finalColor = appendResult14; + return finalColor; + } + ENDCG + } + } + CustomEditor "ASEMaterialInspector" + + +} +/*ASEBEGIN +Version=18707 +108;33;1067;634;2423.79;755.7086;2.085805;True;False +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 +Node;AmplifyShaderEditor.SimpleTimeNode;26;-1500.73,-486.5703;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0 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-0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b77d37d1f43c97c49b0311978154c788 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ManagedResources/PublicArtRes/X1_Shaders/X1_UI_sceneLight.shader b/Assets/ManagedResources/PublicArtRes/X1_Shaders/X1_UI_sceneLight.shader new file mode 100644 index 0000000000..d234599a5f --- /dev/null +++ b/Assets/ManagedResources/PublicArtRes/X1_Shaders/X1_UI_sceneLight.shader @@ -0,0 +1,278 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "X1_UI_sceneLight" +{ + Properties + { + [NoScaleOffset]_MainTex("MainTex", 2D) = "white" {} + + } + + SubShader + { + + + Tags { "RenderType"="Transparent" "Queue"="Transparent" } + LOD 100 + + CGINCLUDE + #pragma target 3.0 + ENDCG + Blend One One + AlphaToMask Off + Cull Back + ColorMask RGBA + ZWrite Off + ZTest LEqual + Offset 0 , 0 + + + + Pass + { + Name "Unlit" + Tags { "LightMode"="ForwardBase" } + CGPROGRAM + + #define ASE_ABSOLUTE_VERTEX_POS 1 + + + #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" + #define ASE_NEEDS_VERT_COLOR + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_COLOR + + + 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_color : COLOR; + float4 ase_texcoord1 : TEXCOORD1; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + uniform sampler2D _MainTex; + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + + + v2f vert ( appdata v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + float mulTime73 = _Time.y * (0.4 + (v.color.b - 0.0) * (3.0 - 0.4) / (1.0 - 0.0)); + float2 texCoord54 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float3 appendResult60 = (float3(( ( texCoord54.x - 0.5 ) * 2.0 ) , texCoord54.y , 0.0)); + 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 ) ) ); + + o.ase_color = v.color; + 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 = rotatedValue2; + #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 + 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 +Node;AmplifyShaderEditor.TextureCoordinatesNode;10;-1272.535,-341.6441;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.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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assetBundleName: + assetBundleVariant: diff --git a/Assets/ManagedResources/PublicArtRes/X1_Shaders/X1_UI_zhuchangjin_feichuan.shader b/Assets/ManagedResources/PublicArtRes/X1_Shaders/X1_UI_zhuchangjin_feichuan.shader new file mode 100644 index 0000000000..fb4b7ab722 --- /dev/null +++ b/Assets/ManagedResources/PublicArtRes/X1_Shaders/X1_UI_zhuchangjin_feichuan.shader @@ -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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