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aibis-dream/Assets/Shader/HuoshanMemory.shader

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Shader "AibisDream/HuoshanMemory"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_Saturation("Saturation", Range(0, 2)) = 1
_Brightness("Brightness", Range(0, 2)) = 1
_Contrast("Contrast", Range(0, 2)) = 1
_Vignette("Vignette", Range(0, 1)) = 0
_Noise("Noise", Range(0, 1)) = 0
_SimGlitch("Simulation Glitch", Range(0, 1)) = 0
_HorizontalTear("Horizontal Tear", Range(0, 1)) = 0
_Impact("Transient Memory Impact", Range(0, 1)) = 0
_Damage("Accumulated Memory Damage", Range(0, 1)) = 0
_Overdrive("Slot Machine Overdrive", Range(0, 1)) = 0
_TearSeed("Tear Seed", Range(0, 1)) = 0
_ColorTint("Memory Color Tint", Color) = (1,1,1,1)
_CalmCenter("Calm Center", Vector) = (0.5,0.5,0,0)
_CalmRadius("Calm Radius", Range(0, 1.5)) = 0
_CalmFeather("Calm Feather", Range(0.001, 1)) = 0.2
_EffectStrength("Effect Strength", Range(0, 1)) = 0
_Opacity("Opacity", Range(0, 1)) = 0
// 常驻层只模拟旧投影的轻微漂移、曝光呼吸与扫描暗纹。
[Header(Memory Projection Layer)]
_AnalogGlitch("Projection Instability", Range(0, 1)) = 0.18
_AnalogScale("Scanline Softness", Range(0.25, 6)) = 2.2
_AnalogChroma("Subpixel Chroma", Range(0, 2)) = 0.25
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"RenderType" = "Transparent"
"RenderPipeline" = "UniversalPipeline"
"IgnoreProjector" = "True"
"CanUseSpriteAtlas" = "True"
}
Cull Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Name "HuoshanMemory"
Tags { "LightMode" = "Universal2D" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "HuoshanMemory.hlsl"
ENDHLSL
}
// VolFx huoshanLayerMask=HuoshanScreen)只抽 SRPDefaultUnlit / UniversalForward*
// 没有这一 pass 时记忆进不了电视合成层。
Pass
{
Name "HuoshanMemoryUnlit"
Tags { "LightMode" = "SRPDefaultUnlit" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "HuoshanMemory.hlsl"
ENDHLSL
}
}
Fallback "Sprites/Default"
}