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89 changes: 89 additions & 0 deletions 1 Shader基础/BaiscShader.shader
Original file line number Diff line number Diff line change
@@ -0,0 +1,89 @@
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unlit/BasicShader" //Unlit是目录 BasicShader是命名
{
Properties//暴露在材质面板中的属性
{
_MainTex ("Texture贴图2333", 2D) = "white" {} //贴图参数
_Value ("_Value",Float) = 1 //float 参数
_Color ("_Color",Color) = (1,1,1,0) //颜色参数
}

SubShader//SubShader
{
Tags { "RenderType"="Opaque" } //Tags属性

Pass
{
CGPROGRAM
#pragma vertex vert //定义 顶点着色器 的函数名
#pragma fragment frag //定义 片元(像素)着色器 的函数名

#include "UnityCG.cginc" //头文件

struct MeshData //定义结构体,CPU传给GPU的的数据
{ //语义semantic (标记数据)
float4 vertex : POSITION; //顶点的局部坐标
float2 uv : TEXCOORD0; //顶点的UV
float2 uv2 : TEXCOORD1; //顶点的UV2
float4 normal : NORMAL; //顶点的法线
float4 tangent: TANGENT; //顶点的切线
float4 color : COLOR; //顶点颜色
};

struct VertexToFragmentData //定义结构体,在GPU中 顶点着色器 传给 片元(像素)着色器 的数据
{
float4 vertex : SV_POSITION; //顶点的裁剪坐标系下坐标,GPU需要改数据自己进行裁剪
float2 uv : TEXCOORD0; //顶点的UV
float4 worldNormal : TEXCOORD1;
};

//数据变量
sampler2D _MainTex;float4 _MainTex_ST;
float _Value;
float4 _Color;

//定义顶点着色器的函数名,与上面的 "#pragma vertex vert"相对应
VertexToFragmentData vert (MeshData v)
{
VertexToFragmentData o;
// o.vertex = UnityObjectToClipPos(v.vertex); //函数UnityObjectToClipPos来自"UnityCG.cginc"头文件中 //等价于mul(UNITY_MATRIX_MVP,v.vertex)
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = mul(v.normal,unity_WorldToObject);
o.uv = v.uv;
return o;
}

struct Data
{
float a;
float2 b;
float3 c;
float4 d;
};

#define thq 1
//定义片元(像素)着色器的函数名,与上面的 "#pragma fragment frag"相对应
float4 frag (VertexToFragmentData input) : SV_Target
{
//采样贴图

// Data data = (Data)0;
// data.d = float(1,1,0,0);
// return data.d;
// float value1 = 12;
// float value2 = -100;
// return saturate(value1);
clip(0.5 - input.uv.y);

return thq;
float4 final = tex2D(_MainTex, input.uv);
return final;
}

ENDCG
}
}
}
10 changes: 10 additions & 0 deletions 1 Shader基础/BaiscShader.shader.meta

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8 changes: 8 additions & 0 deletions 1 Shader基础/Basic.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

24 changes: 24 additions & 0 deletions 1 Shader基础/Basic/ASE_Basic01.mat
Original file line number Diff line number Diff line change
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%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
serializedVersion: 6
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: ASE_Basic01
m_Shader: {fileID: 4800000, guid: e9bcbae9b529df74f977599b2f4c7d81, type: 3}
m_ShaderKeywords:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
m_TexEnvs: []
m_Floats: []
m_Colors: []
m_BuildTextureStacks: []
8 changes: 8 additions & 0 deletions 1 Shader基础/Basic/ASE_Basic01.mat.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

123 changes: 123 additions & 0 deletions 1 Shader基础/Basic/ASE_Basic01.shader
Original file line number Diff line number Diff line change
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "New Amplify Shader"
{
Properties
{

}

SubShader
{


Tags { "RenderType"="Opaque" }
LOD 100

CGINCLUDE
#pragma target 3.0
ENDCG
Blend SrcAlpha OneMinusSrcAlpha
AlphaToMask Off
Cull Back
ColorMask RGBA
ZWrite On
ZTest LEqual
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"


struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;

UNITY_VERTEX_INPUT_INSTANCE_ID
};

struct v2f
{
float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 worldPos : TEXCOORD0;
#endif

UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};



v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);


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
float4 color1 = IsGammaSpace() ? float4(0.8207547,0.1445354,0.1607843,0.4392157) : float4(0.6396053,0.01837561,0.02217388,0.4392157);


finalColor = color1;
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"


}
/*ASEBEGIN
Version=18935
228;583.3334;1453.333;680.3334;240.0002;267.1667;1;True;True
Node;AmplifyShaderEditor.ColorNode;1;294,-116.1667;Inherit;False;Constant;_Color0;Color 0;0;0;Create;True;0;0;0;False;0;False;0.8207547,0.1445354,0.1607843,0.4392157;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;634,-107;Float;False;True;-1;2;ASEMaterialInspector;100;1;New Amplify Shader;0770190933193b94aaa3065e307002fa;True;Unlit;0;0;Unlit;2;True;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;False;False;False;True;0;False;-1;False;True;0;False;-1;False;True;True;True;True;True;0;False;-1;False;False;False;False;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;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;RenderType=Opaque=RenderType;True;2;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=ForwardBase;False;False;0;;0;0;Standard;1;Vertex Position,InvertActionOnDeselection;1;0;0;1;True;False;;False;0
WireConnection;0;0;1;0
ASEEND*/
//CHKSM=3146D40B593027A217F635FCC7912DBF62C00017
10 changes: 10 additions & 0 deletions 1 Shader基础/Basic/ASE_Basic01.shader.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

30 changes: 30 additions & 0 deletions 1 Shader基础/BasicShader.mat
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@@ -0,0 +1,30 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
serializedVersion: 6
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: BasicShader
m_Shader: {fileID: 4800000, guid: 1471dca92b415c34caf8052592014a7a, type: 3}
m_ShaderKeywords:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
- _Value: 1
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 0}
m_BuildTextureStacks: []
8 changes: 8 additions & 0 deletions 1 Shader基础/BasicShader.mat.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

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