Commit 8d9b103b authored by 杨泽宇's avatar 杨泽宇

Merge branch 'main' of git@gitlab.sd-zeus.com:yangzeyu/ShunZhiMazeVR.git

parents df660829 0f9c7989
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "MK4 Toon/Standard Glow Anim"
{
Properties
{
_BaseColor("Base Color", 2D) = "gray" {}
_NormalMap("Normal Map", 2D) = "bump" {}
_Noise("Noise", 2D) = "black" {}
[HDR]_Emission("Emission", Color) = (0,0.4196079,0.9058824,0)
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
Cull Back
CGPROGRAM
#include "UnityShaderVariables.cginc"
#pragma target 3.0
#pragma surface surf Standard keepalpha addshadow fullforwardshadows
struct Input
{
float2 uv_texcoord;
};
uniform sampler2D _NormalMap;
uniform sampler2D _BaseColor;
uniform float4 _Emission;
uniform sampler2D _Noise;
void surf( Input i , inout SurfaceOutputStandard o )
{
o.Normal = UnpackNormal( tex2D( _NormalMap, i.uv_texcoord ) );
float4 tex2DNode1 = tex2D( _BaseColor, i.uv_texcoord );
float4 lerpResult11 = lerp( tex2DNode1 , _Emission , tex2DNode1.a);
o.Albedo = lerpResult11.rgb;
float2 panner8 = ( 1.0 * _Time.y * float2( 0.04,0.02 ) + ( i.uv_texcoord * float2( 0.6,0.6 ) ));
float2 panner9 = ( 1.0 * _Time.y * float2( -0.04,-0.07 ) + i.uv_texcoord);
float4 clampResult17 = clamp( ( tex2DNode1.a * ( tex2D( _Noise, panner8 ) * tex2D( _Noise, panner9 ) ) ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
o.Emission = ( clampResult17 * _Emission ).rgb;
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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