ADD: LED 스크린 셰이더 추가

This commit is contained in:
Yamo4490 2025-08-24 01:55:44 +09:00
parent 6128b695e2
commit e3840740a1
70 changed files with 39329 additions and 0 deletions

8
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// Upgrade NOTE: upgraded instancing buffer 'LEDScreenShader' to new syntax.
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "LEDScreenShader"
{
Properties
{
_LEDTexture("LEDTexture", 2D) = "white" {}
_LEDTextureTiles("LEDTextureTiles", Vector) = (100,100,0,0)
_LEDTextureOffset("LEDTextureOffset", Vector) = (0,0,0,0)
[HDR]_InputVideo("InputVideo", 2D) = "white" {}
_BrightnessIntensity("BrightnessIntensity", Int) = 80
_BaseTexture("BaseTexture", 2D) = "black" {}
[Normal]_NormalTexture("NormalTexture", 2D) = "bump" {}
_AlphaMap("AlphaMap", 2D) = "white" {}
[HDR]_MaskMap("MaskMap", 2D) = "black" {}
_DistantFadeStart("DistantFadeStart", Range( 0 , 1000)) = 10
_DistantFadeLength("DistantFadeLength", Range( 0 , 1000)) = 30
_DistantFadeIntensity("DistantFadeIntensity", Range( 0 , 2000)) = 1
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
Cull Back
CGINCLUDE
#include "UnityShaderVariables.cginc"
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#pragma multi_compile_instancing
struct Input
{
float2 uv_texcoord;
float eyeDepth;
};
uniform sampler2D _NormalTexture;
uniform float2 _LEDTextureOffset;
uniform sampler2D _BaseTexture;
uniform float _DistantFadeLength;
uniform float _DistantFadeStart;
uniform sampler2D _InputVideo;
uniform float4 _InputVideo_ST;
uniform int _BrightnessIntensity;
uniform sampler2D _LEDTexture;
uniform float _DistantFadeIntensity;
uniform sampler2D _MaskMap;
uniform sampler2D _AlphaMap;
UNITY_INSTANCING_BUFFER_START(LEDScreenShader)
UNITY_DEFINE_INSTANCED_PROP(float2, _LEDTextureTiles)
#define _LEDTextureTiles_arr LEDScreenShader
UNITY_INSTANCING_BUFFER_END(LEDScreenShader)
void vertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
o.eyeDepth = -UnityObjectToViewPos( v.vertex.xyz ).z;
}
void surf( Input i , inout SurfaceOutputStandard o )
{
float2 _LEDTextureTiles_Instance = UNITY_ACCESS_INSTANCED_PROP(_LEDTextureTiles_arr, _LEDTextureTiles);
float2 uv_TexCoord7 = i.uv_texcoord * _LEDTextureTiles_Instance + _LEDTextureOffset;
o.Normal = tex2D( _NormalTexture, uv_TexCoord7 ).rgb;
o.Albedo = tex2D( _BaseTexture, uv_TexCoord7 ).rgb;
float cameraDepthFade17 = (( i.eyeDepth -_ProjectionParams.y - _DistantFadeStart ) / _DistantFadeLength);
float clampResult45 = clamp( cameraDepthFade17 , 0.0 , 1.0 );
float2 uv_InputVideo = i.uv_texcoord * _InputVideo_ST.xy + _InputVideo_ST.zw;
float4 tex2DNode3 = tex2D( _InputVideo, uv_InputVideo );
float layeredBlendVar40 = clampResult45;
float4 layeredBlend40 = ( lerp( ( ( ( tex2DNode3 + 0.0 ) * _BrightnessIntensity ) * tex2D( _LEDTexture, uv_TexCoord7 ) ),( ( tex2DNode3 + 0.0 ) * _DistantFadeIntensity ) , layeredBlendVar40 ) );
o.Emission = layeredBlend40.rgb;
float4 tex2DNode27 = tex2D( _MaskMap, uv_TexCoord7 );
o.Metallic = tex2DNode27.r;
o.Smoothness = tex2DNode27.a;
o.Occlusion = tex2DNode27.g;
o.Alpha = tex2D( _AlphaMap, uv_TexCoord7 ).r;
}
ENDCG
CGPROGRAM
#pragma surface surf Standard alpha:fade keepalpha fullforwardshadows exclude_path:deferred vertex:vertexDataFunc
ENDCG
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On
CGPROGRAM
#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"
sampler3D _DitherMaskLOD;
struct v2f
{
V2F_SHADOW_CASTER;
float3 customPack1 : TEXCOORD1;
float3 worldPos : TEXCOORD2;
float4 tSpace0 : TEXCOORD3;
float4 tSpace1 : TEXCOORD4;
float4 tSpace2 : TEXCOORD5;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_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;
vertexDataFunc( v, 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;
o.customPack1.z = customInputData.eyeDepth;
o.worldPos = worldPos;
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;
surfIN.eyeDepth = IN.customPack1.z;
float3 worldPos = IN.worldPos;
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
SurfaceOutputStandard o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
clip( alphaRef - 0.01 );
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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