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Unity-Shader-高亮Highlight

常用Shader-高亮,可动态调整高亮颜色、高亮强度范围/等级、高亮闪烁速度、高亮状态

Shader "CustomShader/Highlight"
{Properties{_Color("Color", Color) = (0.9044118,0.6640914,0.03325041,0)_Albedo("Albedo", 2D) = "white" {}_Normal("Normal", 2D) = "bump" {}_Emission("Emission", 2D) = "black" {}_Oclussion("Oclussion", 2D) = "white" {}_HighlightColor("Highlight Color", Color) = (0.7065311,0.9705882,0.9596617,1)_MinHighLightLevel("MinHighLightLevel", Range( 0 , 1)) = 0.8_MaxHighLightLevel("MaxHighLightLevel", Range( 0 , 1)) = 0.9_HighlightSpeed("Highlight Speed", Range( 0 , 200)) = 60[Toggle]_Highlighted("Highlighted", Float) = 0[HideInInspector] _texcoord( "", 2D ) = "white" {}[HideInInspector] __dirty( "", Int ) = 1}SubShader{Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" "IsEmissive" = "true"  }Cull BackCGINCLUDE#include "UnityShaderVariables.cginc"#include "UnityPBSLighting.cginc"#include "Lighting.cginc"#pragma target 3.0#ifdef UNITY_PASS_SHADOWCASTER#undef INTERNAL_DATA#undef WorldReflectionVector#undef WorldNormalVector#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))#endifstruct Input{float2 uv_texcoord;float3 viewDir;INTERNAL_DATA};uniform sampler2D _Normal;uniform float4 _Color;uniform sampler2D _Albedo;uniform float _Highlighted;uniform sampler2D _Emission;uniform float _HighlightSpeed;uniform float _MinHighLightLevel;uniform float _MaxHighLightLevel;uniform float4 _HighlightColor;uniform sampler2D _Oclussion;void surf( Input i , inout SurfaceOutputStandardSpecular o ){float3 Normal67 = UnpackNormal( tex2D( _Normal, i.uv_texcoord ) );o.Normal = Normal67;float4 Albedo65 = ( _Color * tex2D( _Albedo, i.uv_texcoord ) );o.Albedo = Albedo65.rgb;float4 Emision75 = tex2D( _Emission, i.uv_texcoord );float3 normalizeResult78 = normalize( i.viewDir );float dotResult79 = dot( Normal67 , normalizeResult78 );float mulTime138 = _Time.y * 0.05;float Highlight_Level87 = (_MinHighLightLevel + (sin( ( mulTime138 * _HighlightSpeed ) ) - -1.0) * (_MaxHighLightLevel - _MinHighLightLevel) / (1.0 - -1.0));float4 Highlight_Color95 = _HighlightColor;float4 Highlight_Rim94 = ( pow( ( 1.0 - saturate( dotResult79 ) ) , (10.0 + (Highlight_Level87 - 0.0) * (0.0 - 10.0) / (1.0 - 0.0)) ) * Highlight_Color95 );float4 Final_Emision114 = (( _Highlighted )?( ( Emision75 + Highlight_Rim94 ) ):( Emision75 ));o.Emission = Final_Emision114.rgb;float4 Oclussion86 = tex2D( _Oclussion, i.uv_texcoord );o.Occlusion = Oclussion86.r;o.Alpha = 1;}ENDCGCGPROGRAM#pragma surface surf StandardSpecular keepalpha fullforwardshadows ENDCGPass{Name "ShadowCaster"Tags{ "LightMode" = "ShadowCaster" }ZWrite OnCGPROGRAM#pragma vertex vert#pragma fragment frag#pragma target 3.0#pragma multi_compile_shadowcaster#pragma multi_compile UNITY_PASS_SHADOWCASTER#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2#include "HLSLSupport.cginc"#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )#define CAN_SKIP_VPOS#endif#include "UnityCG.cginc"#include "Lighting.cginc"#include "UnityPBSLighting.cginc"struct v2f{V2F_SHADOW_CASTER;float2 customPack1 : TEXCOORD1;float4 tSpace0 : TEXCOORD2;float4 tSpace1 : TEXCOORD3;float4 tSpace2 : TEXCOORD4;UNITY_VERTEX_INPUT_INSTANCE_IDUNITY_VERTEX_OUTPUT_STEREO};v2f vert( appdata_full v ){v2f o;UNITY_SETUP_INSTANCE_ID( v );UNITY_INITIALIZE_OUTPUT( v2f, o );UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );UNITY_TRANSFER_INSTANCE_ID( v, o );Input customInputData;float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;half3 worldNormal = UnityObjectToWorldNormal( v.normal );half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );half tangentSign = v.tangent.w * unity_WorldTransformParams.w;half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );o.customPack1.xy = customInputData.uv_texcoord;o.customPack1.xy = v.texcoord;TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )return o;}half4 frag( v2f IN#if !defined( CAN_SKIP_VPOS ), UNITY_VPOS_TYPE vpos : VPOS#endif) : SV_Target{UNITY_SETUP_INSTANCE_ID( IN );Input surfIN;UNITY_INITIALIZE_OUTPUT( Input, surfIN );surfIN.uv_texcoord = IN.customPack1.xy;float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;SurfaceOutputStandardSpecular o;UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o )surf( surfIN, o );#if defined( CAN_SKIP_VPOS )float2 vpos = IN.pos;#endifSHADOW_CASTER_FRAGMENT( IN )}ENDCG}}Fallback "Diffuse"CustomEditor "ASEMaterialInspector"
}

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