├── .gitignore ├── Assets ├── 1-TextureSheet.meta ├── 1-TextureSheet │ ├── TextureSheet.mat │ ├── TextureSheet.mat.meta │ ├── TextureSheet.unity │ ├── TextureSheet.unity.meta │ ├── TextureSheet_Surf.shader │ ├── TextureSheet_Surf.shader.meta │ ├── TextureSheet_VF.shader │ └── TextureSheet_VF.shader.meta ├── 10-Grass.meta ├── 10-Grass │ ├── Grass.unity │ ├── Grass.unity.meta │ ├── Grass_MaskVertexAni.shader │ ├── Grass_MaskVertexAni.shader.meta │ ├── grass.mat │ └── grass.mat.meta ├── 11-VertexMotionBlur.meta ├── 11-VertexMotionBlur │ ├── MotionVertexController.cs │ ├── MotionVertexController.cs.meta │ ├── VertexMotionBlur.mat │ ├── VertexMotionBlur.mat.meta │ ├── VertexMotionBlur.shader │ ├── VertexMotionBlur.shader.meta │ ├── VertexMotionBlur.unity │ └── VertexMotionBlur.unity.meta ├── 12-MirrorReflection.meta ├── 12-MirrorReflection │ ├── MirrorReflection.cs │ ├── MirrorReflection.cs.meta │ ├── MirrorReflection.mat │ ├── MirrorReflection.mat.meta │ ├── MirrorReflection.shader │ ├── MirrorReflection.shader.meta │ ├── MirrorReflection.unity │ └── MirrorReflection.unity.meta ├── 2-OutLine.meta ├── 2-OutLine │ ├── OutLine.mat │ ├── OutLine.mat.meta │ ├── OutLine.unity │ ├── OutLine.unity.meta │ ├── OutLine_Surf.shader │ ├── OutLine_Surf.shader.meta │ ├── OutLine_VF.shader │ └── OutLine_VF.shader.meta ├── 3-RimLight.meta ├── 3-RimLight │ ├── RimLight.mat │ ├── RimLight.mat.meta │ ├── RimLight.unity │ ├── RimLight.unity.meta │ ├── RimLight_Surf.shader │ └── RimLight_Surf.shader.meta ├── 4-Snow.meta ├── 4-Snow │ ├── Snow.unity │ ├── Snow.unity.meta │ ├── Snow_AddEdge_ASE.mat │ ├── Snow_AddEdge_ASE.mat.meta │ ├── Snow_AddEdge_ASE.shader │ ├── Snow_AddEdge_ASE.shader.meta │ ├── Snow_Common_ASE.mat │ ├── Snow_Common_ASE.mat.meta │ ├── Snow_Common_ASE.shader │ ├── Snow_Common_ASE.shader.meta │ ├── Snow_Common_Surf.mat │ ├── Snow_Common_Surf.mat.meta │ ├── Snow_Common_Surf.shader │ └── Snow_Common_Surf.shader.meta ├── 5-Ice.meta ├── 5-Ice │ ├── Ice.unity │ ├── Ice.unity.meta │ ├── Ice_Common_SF1.mat │ ├── Ice_Common_SF1.mat.meta │ ├── Ice_Common_SF1.shader │ ├── Ice_Common_SF1.shader.meta │ ├── Ice_Common_SF2.mat │ ├── Ice_Common_SF2.mat.meta │ ├── Ice_Common_SF2.shader │ ├── Ice_Common_SF2.shader.meta │ ├── Ice_Common_VF.mat │ ├── Ice_Common_VF.mat.meta │ ├── Ice_Common_VF.shader │ └── Ice_Common_VF.shader.meta ├── 6-Tree.meta ├── 6-Tree │ ├── Ground_ASE.shader │ ├── Ground_ASE.shader.meta │ ├── Plane.mat │ ├── Plane.mat.meta │ ├── SwingTree_VF.shader │ ├── SwingTree_VF.shader.meta │ ├── Tree.unity │ ├── Tree.unity.meta │ ├── Tree_Branch.mat │ ├── Tree_Branch.mat.meta │ ├── Tree_Leaf.mat │ ├── Tree_Leaf.mat.meta │ ├── Tree_Trunk.mat │ └── Tree_Trunk.mat.meta ├── 7-ShaderGUI.meta ├── 7-ShaderGUI │ ├── CommonGUI.cs │ ├── CommonGUI.cs.meta │ ├── ShaderGUI.unity │ ├── ShaderGUI.unity.meta │ ├── ShaderGUI_Common.shader │ ├── ShaderGUI_Common.shader.meta │ ├── test.mat │ └── test.mat.meta ├── 8-Water.meta ├── 8-Water │ ├── Free_Mountain.mat │ ├── Free_Mountain.mat.meta │ ├── SetShaderLOD.cs │ ├── SetShaderLOD.cs.meta │ ├── Water_Common.shader │ ├── Water_Common.shader.meta │ ├── water.mat │ ├── water.mat.meta │ ├── water.unity │ └── water.unity.meta ├── 9-ShadowColor.meta ├── 9-ShadowColor │ ├── ShadowColor.unity │ ├── ShadowColor.unity.meta │ ├── ShadowColor_Common_Surf.shader │ ├── ShadowColor_Common_Surf.shader.meta │ ├── ShadowColor_Common_VF.shader │ ├── ShadowColor_Common_VF.shader.meta │ ├── cube.mat │ ├── cube.mat.meta │ ├── shadow_color.mat │ ├── shadow_color.mat.meta │ ├── shadow_standard.mat │ └── shadow_standard.mat.meta ├── ArtRes.meta └── ArtRes │ ├── Models.meta │ ├── Models │ ├── Plan_01.FBX │ ├── Plan_01.FBX.meta │ ├── Shaderball.FBX │ ├── Shaderball.FBX.meta │ ├── Tree.FBX │ ├── Tree.FBX.meta │ ├── grass.FBX │ └── grass.FBX.meta │ ├── Prefabs.meta │ ├── Prefabs │ ├── Free_Mountain.meta │ ├── Free_Mountain │ │ ├── Free_Mountain.FBX │ │ ├── Free_Mountain.FBX.meta │ │ ├── Free_Mountain.mat │ │ ├── Free_Mountain.mat.meta │ │ ├── Free_Mountain.prefab │ │ ├── Free_Mountain.prefab.meta │ │ ├── Free_Mountain_diff.psd │ │ ├── Free_Mountain_diff.psd.meta │ │ ├── Free_Mountain_normal.psd │ │ ├── Free_Mountain_normal.psd.meta │ │ ├── Materials.meta │ │ └── Materials │ │ │ ├── Free_Mountain.mat │ │ │ └── Free_Mountain.mat.meta │ ├── Shaderball.prefab │ └── Shaderball.prefab.meta │ ├── Texture.meta │ └── Texture │ ├── ColoredNumberAtlas.png │ ├── ColoredNumberAtlas.png.meta │ ├── Ground.meta │ ├── Ground │ ├── dirt_ground_ambientocclusion.png │ ├── dirt_ground_ambientocclusion.png.meta │ ├── dirt_ground_basecolor.png │ ├── dirt_ground_basecolor.png.meta │ ├── dirt_ground_normal.png │ ├── dirt_ground_normal.png.meta │ ├── dirt_ground_roughness.png │ ├── dirt_ground_roughness.png.meta │ ├── wave.png │ └── wave.png.meta │ ├── Ice.meta │ ├── Ice │ ├── ice1.jpg │ ├── ice1.jpg.meta │ ├── ice2.jpg │ ├── ice2.jpg.meta │ ├── ice3.cubemap │ └── ice3.cubemap.meta │ ├── Tree.meta │ ├── Tree │ ├── WoodDiffuse.tif │ ├── WoodDiffuse.tif.meta │ ├── WoodNormal.tif │ ├── WoodNormal.tif.meta │ ├── leaf.png │ ├── leaf.png.meta │ ├── leafNormal.png │ └── leafNormal.png.meta │ ├── dissolve-guide.png │ ├── dissolve-guide.png.meta │ ├── grass.meta │ ├── grass │ ├── grass_diffuse.tga │ ├── grass_diffuse.tga.meta │ ├── grass_mask.tga │ ├── grass_mask.tga.meta │ ├── grass_noise.tga │ └── grass_noise.tga.meta │ ├── noise.png │ ├── noise.png.meta │ ├── normal.png │ ├── normal.png.meta │ ├── rock_d.tif │ ├── rock_d.tif.meta │ ├── rock_n.jpg │ ├── rock_n.jpg.meta │ ├── water_n.jpg │ ├── water_n.jpg.meta │ ├── water_noise.png │ └── water_noise.png.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── AutoStreamingSettings.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UPRSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── XRSettings.asset └── graphicssettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary 2 | /[Tt]emp 3 | /[Oo]bj 4 | /[Bb]uild 5 | # Autogenerated VS/MD solution and project files 6 | *.csproj 7 | *.unityproj 8 | *.sln 9 | *.suo 10 | *.tmp 11 | *.user 12 | *.userprefs 13 | *.pidb 14 | *.booproj 15 | 16 | # Unity3D Generated File On Crash Reports 17 | sysinfo.txt 18 | .vs 19 | -------------------------------------------------------------------------------- /Assets/1-TextureSheet.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ae8025cfe731a534cbe829f70b99fd93 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 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-------------------------------------------------------------------------------- /Assets/1-TextureSheet/TextureSheet_Surf.shader: -------------------------------------------------------------------------------- 1 | Shader "Ciel/TextureSheet/Surface" { 2 | Properties { 3 | _Color ("Color", Color) = (1,1,1,1) 4 | _MainTex ("Albedo (RGB)", 2D) = "white" {} 5 | _Row("row",Int) = 3 6 | _Col("col",Int) = 3 7 | _Speed("Speed",Float) = 1.0 8 | } 9 | SubShader { 10 | Tags { "RenderType"="Opaque" } 11 | LOD 200 12 | 13 | CGPROGRAM 14 | // Physically based Standard lighting model, and enable shadows on all light types 15 | #pragma surface surf Standard fullforwardshadows 16 | 17 | // Use shader model 3.0 target, to get nicer looking lighting 18 | #pragma target 3.0 19 | 20 | sampler2D _MainTex; 21 | 22 | struct Input { 23 | float2 uv_MainTex; 24 | }; 25 | 26 | fixed4 _Color; 27 | int _Col; 28 | int _Row; 29 | float _Speed; 30 | 31 | // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. 32 | // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. 33 | // #pragma instancing_options assumeuniformscaling 34 | UNITY_INSTANCING_BUFFER_START(Props) 35 | // put more per-instance properties here 36 | UNITY_INSTANCING_BUFFER_END(Props) 37 | 38 | void surf (Input IN, inout SurfaceOutputStandard o) { 39 | 40 | int totaltile = _Col * _Row; 41 | float colsoffset = 1.0f/_Col; 42 | float rowsoffset = 1.0f/_Row; 43 | float speed = _Time.y*_Speed; 44 | float2 tiling = float2(colsoffset,rowsoffset); 45 | 46 | float currenttileindex = round(fmod(speed,totaltile)); 47 | //currenttileindex += (currenttileindex < 0) ? currenttileindex : 0; 48 | 49 | float indextox = round(fmod(currenttileindex,_Col)); 50 | float offsetx = indextox*colsoffset; 51 | 52 | float indextoy = round(fmod((currenttileindex - indextox)/_Col,_Row)); 53 | indextoy = _Row - 1 - indextoy; 54 | float offsety = indextoy*rowsoffset; 55 | 56 | float2 offset = float2(offsetx,offsety); 57 | float2 uv = IN.uv_MainTex * tiling + offset; 58 | 59 | // Albedo comes from a texture tinted by color 60 | fixed4 c = tex2D (_MainTex, uv) * _Color; 61 | o.Albedo = c.rgb; 62 | o.Alpha = c.a; 63 | } 64 | ENDCG 65 | } 66 | FallBack "Diffuse" 67 | } 68 | -------------------------------------------------------------------------------- /Assets/1-TextureSheet/TextureSheet_Surf.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 71197cf8e3fcb044292e8c35666cd88b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/1-TextureSheet/TextureSheet_VF.shader: -------------------------------------------------------------------------------- 1 | //*** 序列帧uv动画 *** 2 | Shader "Ciel/TextureSheet/VF" 3 | { 4 | Properties 5 | { 6 | _MainTex ("Texture", 2D) = "white" {} 7 | _Row("row",Int) = 3 8 | _Col("col",Int) = 3 9 | _Speed("speed",Float) = 3.0 10 | } 11 | SubShader 12 | { 13 | Tags { "RenderType"="Opaque" } 14 | LOD 100 15 | 16 | Pass 17 | { 18 | CGPROGRAM 19 | #pragma vertex vert 20 | #pragma fragment frag 21 | // make fog work 22 | #pragma multi_compile_fog 23 | 24 | #include "UnityCG.cginc" 25 | 26 | struct appdata 27 | { 28 | float4 vertex : POSITION; 29 | float2 uv : TEXCOORD0; 30 | }; 31 | 32 | struct v2f 33 | { 34 | float2 uv : TEXCOORD0; 35 | UNITY_FOG_COORDS(1) 36 | float4 vertex : SV_POSITION; 37 | }; 38 | 39 | sampler2D _MainTex; 40 | float4 _MainTex_ST; 41 | int _Row; 42 | int _Col; 43 | float _Speed; 44 | 45 | v2f vert (appdata v) 46 | { 47 | v2f o; 48 | o.vertex = UnityObjectToClipPos(v.vertex); 49 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 50 | //*** 开始计算 *** 51 | float2 totaltile = _Col*_Row; 52 | float coloffset = 1.0f/_Col; 53 | float rowoffset = 1.0f/_Row; 54 | float2 tiling = float2(coloffset,rowoffset); 55 | //计算行列数 56 | float currentindex = round(fmod(_Time.y*_Speed,totaltile)); 57 | //计算列偏移 58 | float indextox = round(fmod(currentindex,_Col)); 59 | float offsetx = indextox*coloffset; 60 | //计算行偏移 61 | float indextoy = round(fmod((currentindex - indextox)/_Col,_Row)); 62 | indextoy = _Row - 1 - indextoy; //将左下角开始变为左上角开始,偏移index从0开始 63 | float offsety = indextoy*rowoffset; 64 | //对uv进行偏移 65 | o.uv = o.uv*tiling+float2(offsetx,offsety); 66 | //*** 结束计算 *** 67 | UNITY_TRANSFER_FOG(o,o.vertex); 68 | return o; 69 | } 70 | 71 | fixed4 frag (v2f i) : SV_Target 72 | { 73 | // sample the texture 74 | fixed4 col = tex2D(_MainTex, i.uv); 75 | // apply fog 76 | UNITY_APPLY_FOG(i.fogCoord, col); 77 | return col; 78 | } 79 | ENDCG 80 | } 81 | } 82 | } 83 | -------------------------------------------------------------------------------- /Assets/1-TextureSheet/TextureSheet_VF.shader.meta: 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guid: cafeadac8521e8149a527c109e8f5382 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/11-VertexMotionBlur/MotionVertexController.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class MotionVertexController : MonoBehaviour 6 | { 7 | private Transform trans; 8 | private Material[] mats; 9 | private Vector3 lastPosition; 10 | private Vector3 newPosition; 11 | private Vector3 direction; 12 | private float t = 0; 13 | 14 | void Start() 15 | { 16 | trans = transform; 17 | lastPosition = newPosition = trans.position; 18 | 19 | //获取对象及子对象中的所有渲染器(MeshRenderer或者SkinnedMeshRenderer) 20 | var renderers = trans.GetComponentsInChildren(); 21 | //获取所有的材质球(针对有些对象有多个部件多个材质的情况) 22 | mats = new Material[renderers.Length]; 23 | for (int i = 0; i < renderers.Length; i++) 24 | { 25 | mats[i] = renderers[i].sharedMaterial; 26 | } 27 | } 28 | 29 | void Update() 30 | { 31 | newPosition = trans.position; 32 | 33 | //如果上一帧的位置追到了当前帧的位置,则重置t 34 | if (newPosition == lastPosition) t = 0; 35 | t += Time.deltaTime; 36 | //上一帧的位置通过t来做插值 37 | lastPosition = Vector3.Lerp(lastPosition, newPosition, t / 2); 38 | //求出移动的方向 39 | direction = lastPosition - newPosition; 40 | //遍历修改所有材质的_Direction属性 41 | foreach (var m in mats) 42 | { 43 | m.SetVector("_Direction", new Vector4(direction.x, direction.y, direction.z, m.GetVector("_Direction").w)); 44 | } 45 | } 46 | 47 | } -------------------------------------------------------------------------------- /Assets/11-VertexMotionBlur/MotionVertexController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7b7ad93fea1da034aaf97f157300a433 3 | MonoImporter: 4 | externalObjects: {} 5 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-------------------------------------------------------------------------------- /Assets/11-VertexMotionBlur/VertexMotionBlur.shader: -------------------------------------------------------------------------------- 1 | Shader "Ciel/MotionBlur/VF" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _Direction("Direction",vector) = (0,0,0,1) 7 | } 8 | SubShader 9 | { 10 | Tags { "RenderType"="Opaque" } 11 | LOD 100 12 | 13 | Pass 14 | { 15 | CGPROGRAM 16 | #pragma vertex vert 17 | #pragma fragment frag 18 | // make fog work 19 | #pragma multi_compile_fog 20 | 21 | #include "UnityCG.cginc" 22 | 23 | struct appdata 24 | { 25 | float4 vertex : POSITION; 26 | float2 uv : TEXCOORD0; 27 | float4 normal : NORMAL; 28 | }; 29 | 30 | struct v2f 31 | { 32 | float2 uv : TEXCOORD0; 33 | UNITY_FOG_COORDS(1) 34 | float4 vertex : SV_POSITION; 35 | }; 36 | 37 | sampler2D _MainTex; 38 | float4 _MainTex_ST; 39 | float4 _Direction; 40 | 41 | v2f vert (appdata v) 42 | { 43 | v2f o; 44 | float4 wPos = mul(unity_ObjectToWorld,v.vertex); 45 | half3 wNormal = UnityObjectToWorldNormal(v.normal); 46 | fixed NdotD = max(0,dot(wNormal,_Direction)); 47 | float noise = frac(sin(dot(v.uv.xy, float2(12.9898, 78.233))) * 43758.5453); 48 | wPos.xyz += _Direction.xyz * _Direction.w * noise * NdotD; 49 | o.vertex=mul(UNITY_MATRIX_VP,wPos); 50 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 51 | UNITY_TRANSFER_FOG(o,o.vertex); 52 | return o; 53 | } 54 | 55 | fixed4 frag (v2f i) : SV_Target 56 | { 57 | // sample the texture 58 | fixed4 col = tex2D(_MainTex, i.uv); 59 | // apply fog 60 | UNITY_APPLY_FOG(i.fogCoord, col); 61 | return col; 62 | } 63 | ENDCG 64 | } 65 | } 66 | } 67 | -------------------------------------------------------------------------------- /Assets/11-VertexMotionBlur/VertexMotionBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: afe2276ba0354594297ab16dcb8e1290 3 | ShaderImporter: 4 | 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_Color ("偏色", Color) = (1,1,1,1) 7 | _Noise ("扰动纹理", 2D) = "white" {} 8 | _distortFactorTime("扰动速度",Range(0,5)) = 0.5 9 | _distortFactor("扰动大小",Range(0.04,1)) = 0 10 | _LerpTex ("插值贴图", 2D) = "Gray" {} 11 | [HideInInspector] _ReflectionTex ("", 2D) = "white" {} 12 | } 13 | SubShader 14 | { 15 | Tags { "RenderType"="Opaque" } 16 | Pass 17 | { 18 | CGPROGRAM 19 | #pragma vertex vert 20 | #pragma fragment frag 21 | #include "UnityCG.cginc" 22 | 23 | struct appdata_t 24 | { 25 | float2 uv : TEXCOORD0; 26 | float4 refl : TEXCOORD1; 27 | float4 pos : POSITION; 28 | float4 col: COLOR; 29 | }; 30 | struct v2f 31 | { 32 | half2 uv : TEXCOORD0; 33 | float4 refl : TEXCOORD1; 34 | float4 pos : SV_POSITION; 35 | }; 36 | sampler2D _MainTex; 37 | float4 _MainTex_ST; 38 | fixed4 _Color; 39 | sampler2D _LerpTex; 40 | float4 _LerpTex_ST; 41 | sampler2D _ReflectionTex; 42 | sampler2D _Noise; 43 | fixed _distortFactorTime; 44 | fixed _distortFactor; 45 | 46 | v2f vert(appdata_t i) 47 | { 48 | v2f o; 49 | o.pos = UnityObjectToClipPos (i.pos); 50 | o.uv = TRANSFORM_TEX(i.uv, _MainTex); 51 | 52 | o.refl = ComputeScreenPos (o.pos); 53 | return o; 54 | } 55 | 56 | fixed4 frag(v2f i) : SV_Target 57 | { 58 | fixed4 bias = tex2D(_Noise, i.uv+_Time.xy*_distortFactorTime); 59 | fixed4 tex = tex2D(_MainTex, i.uv+bias.xy*_distortFactor) * _Color; 60 | fixed4 refl = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(i.refl+bias*_distortFactor)); 61 | fixed4 lerpvalue = tex2D(_LerpTex,i.uv); 62 | fixed4 col = lerp(refl,tex,lerpvalue.r); 63 | return col; 64 | } 65 | ENDCG 66 | } 67 | } 68 | } -------------------------------------------------------------------------------- /Assets/12-MirrorReflection/MirrorReflection.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 49622015432d8fa48a3edb86f1e306c2 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 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-------------------------------------------------------------------------------- /Assets/2-OutLine/OutLine.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e2e143371159c6e47ac41d3c904933ab 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/2-OutLine/OutLine_Surf.shader: -------------------------------------------------------------------------------- 1 | Shader "Ciel/OutLine/Surface" { 2 | Properties { 3 | _Width("Width",Float) = 0.1 4 | _Color ("Color", Color) = (1,1,1,1) 5 | _MainTex ("Albedo (RGB)", 2D) = "white" {} 6 | 7 | } 8 | SubShader { 9 | //绘制外描边 10 | Tags{} 11 | Cull Front 12 | CGPROGRAM 13 | #pragma target 3.0 14 | #pragma surface outlineSurf Outline vertex:outlineVertexDataFunc 15 | 16 | struct Input{ 17 | half filler; 18 | }; 19 | 20 | half4 _Color; 21 | half _Width; 22 | //自定义顶点函数 23 | void outlineVertexDataFunc( inout appdata_full v, out Input o ) 24 | { 25 | UNITY_INITIALIZE_OUTPUT( Input, o ); 26 | v.vertex.xyz += ( v.normal * _Width ); 27 | } 28 | //自定义光照模型 29 | inline half4 LightingOutline( SurfaceOutput s, half3 lightDir, half atten ) 30 | { 31 | return half4 ( 0,0,0, s.Alpha); 32 | } 33 | //表面着色器 34 | void outlineSurf( Input i, inout SurfaceOutput o ) 35 | { 36 | o.Emission = _Color.rgb; 37 | o.Alpha = 1; 38 | } 39 | ENDCG 40 | 41 | //绘制主纹理 42 | Tags { "RenderType"="Opaque" } 43 | Cull Back 44 | CGPROGRAM 45 | // Physically based Standard lighting model, and enable shadows on all light types 46 | #pragma surface surf Standard fullforwardshadows 47 | 48 | // Use shader model 3.0 target, to get nicer looking lighting 49 | #pragma target 3.0 50 | 51 | sampler2D _MainTex; 52 | 53 | struct Input { 54 | float2 uv_MainTex; 55 | }; 56 | 57 | void surf (Input IN, inout SurfaceOutputStandard o) { 58 | // Albedo comes from a texture tinted by color 59 | fixed4 c = tex2D (_MainTex, IN.uv_MainTex); 60 | o.Albedo = c.rgb; 61 | o.Alpha = c.a; 62 | } 63 | ENDCG 64 | } 65 | FallBack "Diffuse" 66 | } 67 | -------------------------------------------------------------------------------- /Assets/2-OutLine/OutLine_Surf.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 35bcff770ba43544ebee59ad2ca215a0 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/2-OutLine/OutLine_VF.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Ciel/OutLine/VF" 4 | { 5 | Properties 6 | { 7 | _Width("Width",Float) = 0.1 8 | _Color("Color",Color) = (0,1,1,1) 9 | _MainTex ("Main Texture", 2D) = "white" {} 10 | } 11 | SubShader 12 | { 13 | //描边渲染pass 14 | Pass 15 | { 16 | Cull Front 17 | CGPROGRAM 18 | #pragma vertex vert 19 | #pragma fragment frag 20 | 21 | #include "UnityCG.cginc" 22 | 23 | half _Width; 24 | half4 _Color; 25 | 26 | struct v2f 27 | { 28 | float4 vertex : SV_POSITION; 29 | }; 30 | 31 | v2f vert (appdata_full v) 32 | { 33 | v2f o; 34 | 35 | float3 view_vertex = UnityObjectToViewPos(v.vertex);//顶点转到视图空间 36 | float3 view_normal = mul(UNITY_MATRIX_IT_MV,v.normal);//法向量转到视图空间 37 | view_vertex += normalize(view_normal) * _Width; 38 | o.vertex = mul(UNITY_MATRIX_P,float4(view_vertex,1.0)); 39 | return o; 40 | } 41 | 42 | fixed4 frag (v2f i) : SV_Target 43 | { 44 | return _Color; 45 | } 46 | ENDCG 47 | } 48 | //主纹理渲染pass 49 | Pass { 50 | Tags { "LightMode"="ForwardBase" "RenderType"="Opaque"} 51 | 52 | CGPROGRAM 53 | 54 | #pragma vertex vert 55 | #pragma fragment frag 56 | #include "UnityCG.cginc" 57 | #include "Lighting.cginc" 58 | #include "AutoLight.cginc" 59 | 60 | sampler2D _MainTex; 61 | float4 _MainTex_ST; 62 | 63 | struct a2v { 64 | float4 vertex : POSITION; 65 | float3 normal : NORMAL; 66 | float2 uv : TEXCOORD0; 67 | }; 68 | 69 | struct v2f { 70 | float4 pos : SV_POSITION; 71 | float2 uv:TEXCOORD0; 72 | float3 worldNormal : TEXCOORD1; 73 | 74 | }; 75 | 76 | v2f vert(a2v v) { 77 | v2f o; 78 | // Transform the vertex from object space to projection space 79 | o.pos = UnityObjectToClipPos(v.vertex); 80 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 81 | // Transform the normal from object space to world space 82 | o.worldNormal = UnityObjectToWorldNormal(v.normal); 83 | return o; 84 | } 85 | 86 | fixed4 frag(v2f i) : SV_Target { 87 | // Get ambient term 88 | fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; 89 | 90 | // Get the normal in world space 91 | fixed3 worldNormal = normalize(i.worldNormal); 92 | // Get the light direction in world space 93 | fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.pos)); 94 | 95 | float3 diffuse = _LightColor0.rgb * tex2D(_MainTex,i.uv).rgb * max(0,dot(worldNormal,worldLightDir)); 96 | 97 | fixed3 color = ambient + diffuse; 98 | 99 | return fixed4(color, 1.0); 100 | } 101 | 102 | ENDCG 103 | } 104 | } 105 | Fallback "Diffuse" 106 | } 107 | -------------------------------------------------------------------------------- /Assets/2-OutLine/OutLine_VF.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 90c1ea0d882635e458e76ad80a24a5b5 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/3-RimLight.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 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assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/3-RimLight/RimLight.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0dc9b945ddc620d498ec42bb8bb7ff6a 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/3-RimLight/RimLight_Surf.shader: -------------------------------------------------------------------------------- 1 | Shader "Ciel/RimLight/Surface" { 2 | Properties { 3 | _RimColor ("RimColor", Color) = (1,1,1,1) 4 | _RimPower ("RimPower",Range(0,10)) = 0 5 | _MainTex ("Albedo (RGB)", 2D) = "white" {} 6 | _Normal ("Normal",2D) = "bump" {} 7 | 8 | } 9 | SubShader { 10 | Tags { "RenderType"="Opaque" } 11 | Cull Back 12 | 13 | CGPROGRAM 14 | // Physically based Standard lighting model, and enable shadows 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0.31132078, a: 0} 113 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 114 | - _SnowColor: {r: 0.9339623, g: 0.9339623, b: 0.9339623, a: 1} 115 | - _SnowDirection: {r: 0, g: 1, b: 0, a: 1} 116 | -------------------------------------------------------------------------------- /Assets/4-Snow/Snow_Common_ASE.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 846a74666ea33394a9c0a60c3aa42534 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/4-Snow/Snow_Common_ASE.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 95714db681ed4f348834309bce8edf94 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/4-Snow/Snow_Common_Surf.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 22d8e222eec9d4b40becb5b44dad863b 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/4-Snow/Snow_Common_Surf.shader: -------------------------------------------------------------------------------- 1 | Shader "Ciel/Snow/Common_Surf" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "white" {} 4 | _Bump ("Bump", 2D) = "bump" {} 5 | _Snow ("Snow Level", Range(0,1) ) = 0 6 | _SnowColor ("Snow Color", Color) = (1.0,1.0,1.0,1.0) 7 | _SnowDirection ("Snow Direction", Vector) = (0,1,0) 8 | _SnowDepth ("Snow Depth", Range(0,0.2)) = 0.1 9 | _Wetness ("Wetness", Range(0, 0.5)) = 0.3 10 | } 11 | SubShader { 12 | Tags { "RenderType"="Opaque" } 13 | LOD 200 14 | 15 | CGPROGRAM 16 | #pragma surface surf Lambert vertex:vert 17 | 18 | sampler2D _MainTex; 19 | sampler2D _Bump; 20 | float _Snow; 21 | float4 _SnowColor; 22 | float4 _SnowDirection; 23 | float _SnowDepth; 24 | float _Wetness; 25 | 26 | struct Input { 27 | float2 uv_MainTex; 28 | float2 uv_Bump; 29 | float3 worldNormal; 30 | INTERNAL_DATA 31 | }; 32 | 33 | void vert (inout appdata_full v) { 34 | // 通过【模型到视角的逆转置矩阵】将【积雪方向】转换到【模型坐标系】中 35 | float4 sn = mul(UNITY_MATRIX_IT_MV, _SnowDirection); 36 | // 计算当前【点的法线方向】和【下雪反方向】的点乘[-1,1] 37 | // 如果顶点点乘大于设置的_Snow值,那么该点就往【点的法线方向】和【下雪反方向】之和的方向挤出 38 | // 如果雪量_Snow为0.5,那么模型法线为up的点挤出最多 39 | if(dot(v.normal, sn.xyz) >= lerp(1,-1, _Snow)) 40 | { 41 | v.vertex.xyz += (sn.xyz + v.normal) * _SnowDepth * _Snow; 42 | } 43 | } 44 | 45 | void surf (Input IN, inout SurfaceOutput o) { 46 | half4 c = tex2D (_MainTex, IN.uv_MainTex); 47 | o.Normal = UnpackNormal (tex2D (_Bump, IN.uv_Bump)); 48 | // _Snow为0.5时,diff值域【-1,1】 49 | half difference = dot(WorldNormalVector(IN, o.Normal), _SnowDirection.xyz) - lerp(1,-1,_Snow); 50 | // 当_Wetness为0.3时,要控制diff的最终值域为【0,1】,那么就有 0 < diff < 0.3。 51 | // 可以得出【法线方向】和【积雪方向】夹角为73-90度之间时,就会有【雪】与【地面】材质叠加的效果 52 | // 而小于73度的,都是积雪;大于90度的没有积雪 53 | difference = saturate(difference / _Wetness); 54 | o.Albedo = difference*_SnowColor.rgb + (1-difference) *c; 55 | o.Alpha = c.a; 56 | } 57 | ENDCG 58 | } 59 | FallBack "Diffuse" 60 | } -------------------------------------------------------------------------------- /Assets/4-Snow/Snow_Common_Surf.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9a25551e885a691409158706534761b9 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4642dc657cefacb44b8115374a23e624 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/7-ShaderGUI/ShaderGUI_Common.shader: -------------------------------------------------------------------------------- 1 | Shader "Ciel/ShaderGUI/Common" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "white" {} 4 | 5 | [NoKeywordToggle] _Normal ("Normal",Float) = 0 6 | [Foldout] _NormalLayerShown ("",Float) = 1 7 | [NoScaleOffset] _BumpMap ("Normal Map", 2D) = "bump" {} 8 | 9 | [NoKeywordToggle] _Emission("Emission",Float) = 0 10 | [Foldout] _EmissionLayerShown ("", Float) = 1 11 | [NoScaleOffset] _MaskTex ("Mask (RGB)",2D) = "White" {} 12 | _EmissionColor ("Emission Color",Color) = (1,1,1,1) 13 | _Strength ("Emission Strength",Range(0,3)) = 1 14 | } 15 | SubShader { 16 | Tags { "RenderType"="Opaque" } 17 | LOD 150 18 | 19 | CGPROGRAM 20 | #pragma surface surf Lambert noforwardadd 21 | #pragma shader_feature _NORMAL_ON 22 | #pragma shader_feature _EMISSION_ON 23 | 24 | sampler2D _MainTex; 25 | 26 | #if _NORMAL_ON 27 | sampler2D _BumpMap; 28 | #endif 29 | 30 | #if _EMISSION_ON 31 | uniform sampler2D _MaskTex; 32 | uniform float4 _EmissionColor; 33 | uniform float _Strength; 34 | #endif 35 | 36 | uniform float _LightIntensity; 37 | struct Input { 38 | float2 uv_MainTex; 39 | }; 40 | 41 | void surf (Input IN, inout SurfaceOutput o) { 42 | fixed4 c = tex2D(_MainTex, IN.uv_MainTex); 43 | o.Albedo = c.rgb; 44 | #if _NORMAL_ON 45 | o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); 46 | #endif 47 | #if _EMISSION_ON 48 | fixed4 m = tex2D(_MaskTex, IN.uv_MainTex); 49 | o.Emission = m.r*_EmissionColor.rgb*_Strength; 50 | #endif 51 | o.Alpha = c.a; 52 | } 53 | ENDCG 54 | } 55 | Fallback "Mobile/VertexLit" 56 | CustomEditor 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- _DetailNormalMap: 35 | m_Texture: {fileID: 0} 36 | m_Scale: {x: 1, y: 1} 37 | m_Offset: {x: 0, y: 0} 38 | - _EmissionMap: 39 | m_Texture: {fileID: 0} 40 | m_Scale: {x: 1, y: 1} 41 | m_Offset: {x: 0, y: 0} 42 | - _MainTex: 43 | m_Texture: {fileID: 0} 44 | m_Scale: {x: 1, y: 1} 45 | m_Offset: {x: 0, y: 0} 46 | - _MetallicGlossMap: 47 | m_Texture: {fileID: 0} 48 | m_Scale: {x: 1, y: 1} 49 | m_Offset: {x: 0, y: 0} 50 | - _OcclusionMap: 51 | m_Texture: {fileID: 0} 52 | m_Scale: {x: 1, y: 1} 53 | m_Offset: {x: 0, y: 0} 54 | - _ParallaxMap: 55 | m_Texture: {fileID: 0} 56 | m_Scale: {x: 1, y: 1} 57 | m_Offset: {x: 0, y: 0} 58 | m_Floats: 59 | - _BumpScale: 1 60 | - _Cutoff: 0.5 61 | - _DetailNormalMapScale: 1 62 | - _DstBlend: 0 63 | - _GlossMapScale: 1 64 | - _Glossiness: 0 65 | - _GlossyReflections: 1 66 | - _Metallic: 0 67 | - _Mode: 0 68 | - _OcclusionStrength: 1 69 | - _Parallax: 0.02 70 | - _SmoothnessTextureChannel: 0 71 | - _SpecularHighlights: 1 72 | - _SrcBlend: 1 73 | - _UVSec: 0 74 | - _ZWrite: 1 75 | m_Colors: 76 | - _Color: {r: 0.588, g: 0.588, b: 0.588, a: 1} 77 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 0} 78 | -------------------------------------------------------------------------------- /Assets/8-Water/Free_Mountain.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b38a91695ce8ad4438015abb63de9a1b 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/8-Water/SetShaderLOD.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class SetShaderLOD : MonoBehaviour 6 | { 7 | public int ShaderLODNUM = 500; 8 | private Shader thisShader; 9 | // Start is called before the first frame update 10 | void Start() 11 | { 12 | thisShader = this.GetComponent().material.shader; 13 | thisShader.maximumLOD = ShaderLODNUM; 14 | //Shader.globalMaximumLOD = ShaderLODNUM; 15 | } 16 | 17 | // Update is called once per frame 18 | void Update() 19 | { 20 | thisShader.maximumLOD = ShaderLODNUM; 21 | //Shader.globalMaximumLOD = ShaderLODNUM; 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Assets/8-Water/SetShaderLOD.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b50de8fcf271ee74d964296c79c864a7 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/8-Water/Water_Common.shader.meta: 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-------------------------------------------------------------------------------- /Assets/8-Water/water.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f37fc6a989efd754693768f74802abdd 3 | timeCreated: 1450545677 4 | licenseType: Store 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/9-ShadowColor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2c4e95f231763c14482358c346545d66 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/9-ShadowColor/ShadowColor.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 35b4964394bef6444ae3e3e4ae6a7f15 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/9-ShadowColor/ShadowColor_Common_Surf.shader: -------------------------------------------------------------------------------- 1 | Shader "Ciel/ShadowColor/Common_Surf" 2 | { 3 | Properties 4 | { 5 | _Color ("Color", Color) = (1,1,1,1) 6 | _MainTex ("Albedo (RGB)", 2D) = "white" {} 7 | _Glossiness ("Smoothness", Range(0,1)) = 0.5 8 | _Metallic ("Metallic", Range(0,1)) = 0.0 9 | _ShadowColor("ShadowColor",color) = (1,1,0,1) 10 | } 11 | SubShader 12 | { 13 | Tags { "RenderType"="Opaque" } 14 | 15 | CGPROGRAM 16 | // Physically based Standard lighting model, and enable shadows on all light types 17 | #pragma surface surf Standard vertex:myvert finalcolor:mycolor noforwardadd 18 | // Use shader model 3.0 target, to get nicer looking lighting 19 | #pragma target 3.0 20 | #pragma multi_compile_fwdbase 21 | #include "UnityCG.cginc" 22 | #include "Lighting.cginc" 23 | #include "AutoLight.cginc" 24 | 25 | struct Input 26 | { 27 | float4 pos : SV_POSITION; 28 | float2 uv_MainTex : TEXCOORD0; 29 | SHADOW_COORDS(1) 30 | }; 31 | 32 | sampler2D _MainTex; 33 | //float4 _MainTex_ST; 34 | 35 | half _Glossiness; 36 | half _Metallic; 37 | fixed4 _Color; 38 | fixed4 _ShadowColor; 39 | 40 | void myvert(inout appdata_full v, out Input o) 41 | { 42 | UNITY_INITIALIZE_OUTPUT(Input, o); 43 | TRANSFER_SHADOW(o) 44 | } 45 | 46 | void mycolor(Input IN,SurfaceOutputStandard o,inout fixed4 color) 47 | { 48 | float attenuation = SHADOW_ATTENUATION(IN); 49 | color = lerp(color*_ShadowColor,color,attenuation); 50 | } 51 | 52 | void surf (Input IN, inout SurfaceOutputStandard o) 53 | { 54 | // Albedo comes from a texture tinted by color 55 | fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; 56 | o.Albedo = c.rgb; 57 | // Metallic and smoothness come from slider variables 58 | o.Metallic = _Metallic; 59 | o.Smoothness = _Glossiness; 60 | o.Alpha = c.a; 61 | } 62 | ENDCG 63 | } 64 | FallBack "Diffuse" 65 | } 66 | -------------------------------------------------------------------------------- /Assets/9-ShadowColor/ShadowColor_Common_Surf.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 533f22ad4b1c57f4985bfc760e1c873b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/9-ShadowColor/ShadowColor_Common_VF.shader: -------------------------------------------------------------------------------- 1 | Shader "Ciel/ShadowColor/Common_VF" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _ShadowColor("ShadowColor",color) = (1,1,0,1) 7 | } 8 | SubShader 9 | { 10 | Tags { "RenderType"="Opaque" } 11 | LOD 100 12 | 13 | Pass 14 | { 15 | CGPROGRAM 16 | #pragma vertex vert 17 | #pragma fragment frag 18 | // make fog work 19 | #pragma multi_compile_fog 20 | 21 | #pragma multi_compile_fwdbase 22 | #include "UnityCG.cginc" 23 | #include "Lighting.cginc" 24 | #include "AutoLight.cginc" 25 | 26 | struct appdata 27 | { 28 | float4 vertex : POSITION; 29 | float2 uv : TEXCOORD0; 30 | }; 31 | 32 | struct v2f 33 | { 34 | float2 uv : TEXCOORD0; 35 | UNITY_FOG_COORDS(1) 36 | float4 pos : SV_POSITION; 37 | SHADOW_COORDS(2) 38 | }; 39 | 40 | sampler2D _MainTex; 41 | float4 _MainTex_ST; 42 | fixed4 _ShadowColor; 43 | 44 | v2f vert (appdata v) 45 | { 46 | v2f o; 47 | o.pos = UnityObjectToClipPos(v.vertex); 48 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 49 | UNITY_TRANSFER_FOG(o,o.vertex); 50 | TRANSFER_SHADOW(o) 51 | return o; 52 | } 53 | 54 | fixed4 frag (v2f i) : SV_Target 55 | { 56 | // sample the texture 57 | fixed4 col = tex2D(_MainTex, i.uv); 58 | // apply fog 59 | UNITY_APPLY_FOG(i.fogCoord, col); 60 | 61 | float attenuation = SHADOW_ATTENUATION(i); 62 | return lerp(col*_ShadowColor,col,attenuation); 63 | } 64 | ENDCG 65 | } 66 | //UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" 67 | } 68 | FallBack "Diffuse" 69 | } 70 | -------------------------------------------------------------------------------- /Assets/9-ShadowColor/ShadowColor_Common_VF.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a8716f45554f001448661f4c1f022c5b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/9-ShadowColor/cube.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 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-------------------------------------------------------------------------------- 1 | # Unity-ShaderTest 2 | 3 | Unity 2019.4.30 (built-in) 4 | 5 | --------------------------------------------------------------------------------