2.5 update

This commit is contained in:
2026-09-28 11:07:17 +09:00
parent abd2da2057
commit 7978d82196
976 changed files with 111965 additions and 313 deletions
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Shader "BumpCombat/Cyclone Body Mask"
{
Properties
{
_MainTex ("Existing orbit texture", 2D) = "white" {}
_BaseColor ("Tint", Color) = (1,1,1,1)
_Cutoff ("Alpha clip", Range(0,1)) = 0.4
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Source blend", Float) = 1
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Destination blend", Float) = 0
[Toggle] _ZWrite ("Depth write", Float) = 1
_BodyTex ("Current player sprite", 2D) = "white" {}
_BodyMaskEnabled ("Protect player body", Float) = 0
_BodyRect ("Body texture rectangle", Vector) = (0,0,1,1)
_BodyPixels ("Body pivot and size in pixels", Vector) = (0,0,1,1)
_BodyFlip ("Body flip", Vector) = (1,1,0,0)
_BodyPPU ("Body pixels per unit", Float) = 32
_BodyMinY ("Unmasked feet boundary", Float) = 0
_BodyOpacity ("Body opacity", Float) = 1
_BodyAlphaCutoff ("Body alpha clip", Float) = 0.4
}
SubShader
{
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="TransparentCutout" "Queue"="AlphaTest" }
Pass
{
Name "CycloneUnlitBodyMask"
Tags { "LightMode"="UniversalForward" }
Cull Off
ZTest LEqual
ZWrite [_ZWrite]
Blend [_SrcBlend] [_DstBlend]
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float3 positionOS : POSITION;
float2 uv : TEXCOORD0;
half4 color : COLOR;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 positionWS : TEXCOORD1;
half4 color : COLOR;
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_BodyTex);
SAMPLER(sampler_BodyTex);
CBUFFER_START(UnityPerMaterial)
half4 _BaseColor;
half _Cutoff;
float4x4 _BodyWorldToLocal;
float4 _BodyRect;
float4 _BodyPixels;
float4 _BodyFlip;
float _BodyPPU;
float _BodyMinY;
float _BodyMaskEnabled;
half _BodyOpacity;
half _BodyAlphaCutoff;
CBUFFER_END
Varyings Vert(Attributes input)
{
Varyings output;
output.positionWS = TransformObjectToWorld(input.positionOS);
output.positionCS = TransformWorldToHClip(output.positionWS);
output.uv = input.uv;
output.color = input.color;
return output;
}
half4 Frag(Varyings input) : SV_Target
{
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv) * input.color * _BaseColor;
clip(color.a - _Cutoff);
if (_BodyMaskEnabled > 0.5)
{
// The comparison uses an orthographic camera and a camera-facing
// sprite. Its local XY is the screen projection, independent of
// the orbit's depth. Only opaque body pixels above the feet mask it.
float2 bodyLocal = mul(_BodyWorldToLocal, float4(input.positionWS, 1)).xy;
float2 bodyUV = (bodyLocal * _BodyFlip.xy * _BodyPPU + _BodyPixels.xy) / _BodyPixels.zw;
if (bodyLocal.y >= _BodyMinY && all(bodyUV >= 0) && all(bodyUV <= 1))
{
half alpha = SAMPLE_TEXTURE2D(_BodyTex, sampler_BodyTex,
_BodyRect.xy + bodyUV * _BodyRect.zw).a * _BodyOpacity;
clip(_BodyAlphaCutoff - alpha - 0.0001);
}
}
return color;
}
ENDHLSL
}
}
}
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