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