Diff
checker
Text
Text
Bilder
Dokumente
Excel
Ordner
Legal
Enterprise
Desktop-App
Preise
Einloggen
Diffchecker Desktop herunterladen
Texte vergleichen
Finde den Unterschied zwischen zwei Textdateien
Werkzeuge
Verlauf
Live-Editor
Gleiches ausblenden
Zeilenumbruch aus
Ansicht
Zweispaltig
Einspaltig
Vergleichsgenauigkeit
Intelligent
Wort
Zeichen
Syntaxhervorhebung
Syntax auswählen
Ignorieren
Text umwandeln
Zur ersten Änderung
Eingabe bearbeiten
Diffchecker Desktop
Der sicherste Weg, Diffchecker zu nutzen. Hol dir die Desktop-App: Deine Diffs verlassen nie deinen Computer!
Desktop holen
Untitled diff
Erstellt
vor 8 Jahren
Diff läuft nie ab
Löschen
Exportieren
Teilen
Erklären
6 Entfernungen
Zeilen
Gesamt
Entfernt
Zeichen
Gesamt
Entfernt
Um diese Funktion weiterhin zu nutzen, aktualisiere auf
Diff
checker
Pro
Preise anzeigen
92 Zeilen
Kopieren
8 Hinzufügungen
Zeilen
Gesamt
Hinzugefügt
Zeichen
Gesamt
Hinzugefügt
Um diese Funktion weiterhin zu nutzen, aktualisiere auf
Diff
checker
Pro
Preise anzeigen
94 Zeilen
Kopieren
Kopieren
Kopiert
Kopieren
Kopiert
Shader "My/Normal/AlphaPulseShader" {
Shader "My/Normal/AlphaPulseShader" {
Properties{
Properties{
Kopieren
Kopiert
Kopieren
Kopiert
_MainTex ("
Base
(RGB)
Trans
(A)", 2D) = "
blue
" {}
_MainTex ("
Color
(RGB)
Alpha
(A)", 2D) = "
white
" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_EmissionMap ("Emission Map", 2D) = "black" {}
_EmissionMap ("Emission Map", 2D) = "black" {}
_Color ("Color", Color) = (1,0,0,1)
_Color ("Color", Color) = (1,0,0,1)
_PDistance ("PulseDistance", Float) = 0
_PDistance ("PulseDistance", Float) = 0
_PFadeDistance ("FadeDistance", Float) = 10
_PFadeDistance ("FadeDistance", Float) = 10
_PEdgeSoftness ("EdgeSoftness", Float) = 5
_PEdgeSoftness ("EdgeSoftness", Float) = 5
_Origin ("PulseOrigin", Vector) = (0, 0, 0, 0)
_Origin ("PulseOrigin", Vector) = (0, 0, 0, 0)
_RimColor ("Rim Color", Color) = (1,1,1,1)
_RimColor ("Rim Color", Color) = (1,1,1,1)
_RimPower ("Rim Power", Range(0.5, 8.0)) = 1.059702
_RimPower ("Rim Power", Range(0.5, 8.0)) = 1.059702
[Toggle(USE_RIM)]_RimOn ("Rim On", Int) = 0.0
[Toggle(USE_RIM)]_RimOn ("Rim On", Int) = 0.0
_EmissionMultiplier ("Emission Multiplier", Range(-10,10)) = 1.0
_EmissionMultiplier ("Emission Multiplier", Range(-10,10)) = 1.0
}
}
SubShader{
SubShader{
Kopieren
Kopiert
Kopieren
Kopiert
Tags{
"RenderType"="
Opaque
" }
Tags{
"Queue"="Transparent"
"RenderType"="
Transparent
" }
LOD 200
LOD 200
CGPROGRAM
CGPROGRAM
//LIGHTING
//LIGHTING
#include "AutoLight.cginc"
#include "AutoLight.cginc"
// define finalcolor and vertex programs:
// define finalcolor and vertex programs:
Kopieren
Kopiert
Kopieren
Kopiert
#pragma surface surf Lambert finalcolor:mycolor
//
alpha
#pragma surface surf Lambert finalcolor:mycolor
alpha
//check this out
#pragma shader_feature USE_RIM
#pragma shader_feature USE_RIM
struct Input {
struct Input {
float2 uv_MainTex;
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_BumpMap;
float2 uv_EmissionMap;
float2 uv_EmissionMap;
float3 worldPos;
float3 worldPos;
float3 viewDir;
float3 viewDir;
half alpha;
half alpha;
};
};
fixed4 _Color;
fixed4 _Color;
sampler2D _MainTex;
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _BumpMap;
sampler2D _EmissionMap;
sampler2D _EmissionMap;
half _PDistance;
half _PDistance;
half _PFadeDistance;
half _PFadeDistance;
half _PEdgeSoftness;
half _PEdgeSoftness;
float4 _Origin;
float4 _Origin;
float4 _RimColor;
float4 _RimColor;
float _RimPower;
float _RimPower;
float _RimOn;
float _RimOn;
float _EmissionMultiplier;
float _EmissionMultiplier;
void mycolor (Input IN, SurfaceOutput o, inout fixed4 color) {
void mycolor (Input IN, SurfaceOutput o, inout fixed4 color) {
// set the vertex color alpha to the value calculated:
// set the vertex color alpha to the value calculated:
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
color.a = c.a;
color.a = c.a;
half dis;
half dis;
half interval;
half interval;
half origin;
half origin;
dis = sqrt (pow ((IN.worldPos.x - _Origin.x),2) + pow ((IN.worldPos.y - _Origin.y), 2) + pow ((IN.worldPos.z - _Origin.z), 2));
dis = sqrt (pow ((IN.worldPos.x - _Origin.x),2) + pow ((IN.worldPos.y - _Origin.y), 2) + pow ((IN.worldPos.z - _Origin.z), 2));
if (dis >= _PDistance)
if (dis >= _PDistance)
{
{
color.rgb = color.rgb * (1 - saturate (abs (_PDistance - dis) / _PEdgeSoftness));
color.rgb = color.rgb * (1 - saturate (abs (_PDistance - dis) / _PEdgeSoftness));
}
}
else
else
{
{
color.rgb = color.rgb * (1 - saturate (abs (_PDistance - dis) / _PFadeDistance));
color.rgb = color.rgb * (1 - saturate (abs (_PDistance - dis) / _PFadeDistance));
}
}
}
}
void surf (Input IN, inout SurfaceOutput o) {
void surf (Input IN, inout SurfaceOutput o) {
// simply copy the corresponding texture element color:
// simply copy the corresponding texture element color:
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Albedo = c.rgb;
Kopieren
Kopiert
Kopieren
Kopiert
//
o.Alpha = tex2D(_MainTex,IN.uv_MainTex).a;
o.Alpha = tex2D(_MainTex,IN.uv_MainTex).a;
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
// half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
// half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
#ifdef USE_RIM
#ifdef USE_RIM
half rim = 1.0 - saturate (dot (normalize (IN.viewDir), o.Normal));
half rim = 1.0 - saturate (dot (normalize (IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow (rim, _RimPower) + _EmissionMultiplier * tex2D (_EmissionMap, IN.uv_EmissionMap);
o.Emission = _RimColor.rgb * pow (rim, _RimPower) + _EmissionMultiplier * tex2D (_EmissionMap, IN.uv_EmissionMap);
#else
#else
o.Emission = _EmissionMultiplier * tex2D (_EmissionMap, IN.uv_EmissionMap);
o.Emission = _EmissionMultiplier * tex2D (_EmissionMap, IN.uv_EmissionMap);
#endif
#endif
}
}
ENDCG
ENDCG
}
}
// Fallback "Diffuse"
// Fallback "Diffuse"
Fallback "VertexLit"
Fallback "VertexLit"
}
}
Kopieren
Kopiert
Kopieren
Kopiert
Gespeicherte Diffs
Originaltext
Datei öffnen
Shader "My/Normal/AlphaPulseShader" { Properties{ _MainTex ("Base (RGB) Trans (A)", 2D) = "blue" {} _BumpMap ("Normalmap", 2D) = "bump" {} _EmissionMap ("Emission Map", 2D) = "black" {} _Color ("Color", Color) = (1,0,0,1) _PDistance ("PulseDistance", Float) = 0 _PFadeDistance ("FadeDistance", Float) = 10 _PEdgeSoftness ("EdgeSoftness", Float) = 5 _Origin ("PulseOrigin", Vector) = (0, 0, 0, 0) _RimColor ("Rim Color", Color) = (1,1,1,1) _RimPower ("Rim Power", Range(0.5, 8.0)) = 1.059702 [Toggle(USE_RIM)]_RimOn ("Rim On", Int) = 0.0 _EmissionMultiplier ("Emission Multiplier", Range(-10,10)) = 1.0 } SubShader{ Tags{ "RenderType"="Opaque" } LOD 200 CGPROGRAM //LIGHTING #include "AutoLight.cginc" // define finalcolor and vertex programs: #pragma surface surf Lambert finalcolor:mycolor// alpha #pragma shader_feature USE_RIM struct Input { float2 uv_MainTex; float2 uv_BumpMap; float2 uv_EmissionMap; float3 worldPos; float3 viewDir; half alpha; }; fixed4 _Color; sampler2D _MainTex; sampler2D _BumpMap; sampler2D _EmissionMap; half _PDistance; half _PFadeDistance; half _PEdgeSoftness; float4 _Origin; float4 _RimColor; float _RimPower; float _RimOn; float _EmissionMultiplier; void mycolor (Input IN, SurfaceOutput o, inout fixed4 color) { // set the vertex color alpha to the value calculated: fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; color.a = c.a; half dis; half interval; half origin; dis = sqrt (pow ((IN.worldPos.x - _Origin.x),2) + pow ((IN.worldPos.y - _Origin.y), 2) + pow ((IN.worldPos.z - _Origin.z), 2)); if (dis >= _PDistance) { color.rgb = color.rgb * (1 - saturate (abs (_PDistance - dis) / _PEdgeSoftness)); } else { color.rgb = color.rgb * (1 - saturate (abs (_PDistance - dis) / _PFadeDistance)); } } void surf (Input IN, inout SurfaceOutput o) { // simply copy the corresponding texture element color: fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; // o.Alpha = tex2D(_MainTex,IN.uv_MainTex).a; o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap)); // half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal)); #ifdef USE_RIM half rim = 1.0 - saturate (dot (normalize (IN.viewDir), o.Normal)); o.Emission = _RimColor.rgb * pow (rim, _RimPower) + _EmissionMultiplier * tex2D (_EmissionMap, IN.uv_EmissionMap); #else o.Emission = _EmissionMultiplier * tex2D (_EmissionMap, IN.uv_EmissionMap); #endif } ENDCG } // Fallback "Diffuse" Fallback "VertexLit" }
Bearbeitung
Datei öffnen
Shader "My/Normal/AlphaPulseShader" { Properties{ _MainTex ("Color (RGB) Alpha (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _EmissionMap ("Emission Map", 2D) = "black" {} _Color ("Color", Color) = (1,0,0,1) _PDistance ("PulseDistance", Float) = 0 _PFadeDistance ("FadeDistance", Float) = 10 _PEdgeSoftness ("EdgeSoftness", Float) = 5 _Origin ("PulseOrigin", Vector) = (0, 0, 0, 0) _RimColor ("Rim Color", Color) = (1,1,1,1) _RimPower ("Rim Power", Range(0.5, 8.0)) = 1.059702 [Toggle(USE_RIM)]_RimOn ("Rim On", Int) = 0.0 _EmissionMultiplier ("Emission Multiplier", Range(-10,10)) = 1.0 } SubShader{ Tags{ "Queue"="Transparent" "RenderType"="Transparent" } LOD 200 CGPROGRAM //LIGHTING #include "AutoLight.cginc" // define finalcolor and vertex programs: #pragma surface surf Lambert finalcolor:mycolor alpha //check this out #pragma shader_feature USE_RIM struct Input { float2 uv_MainTex; float2 uv_BumpMap; float2 uv_EmissionMap; float3 worldPos; float3 viewDir; half alpha; }; fixed4 _Color; sampler2D _MainTex; sampler2D _BumpMap; sampler2D _EmissionMap; half _PDistance; half _PFadeDistance; half _PEdgeSoftness; float4 _Origin; float4 _RimColor; float _RimPower; float _RimOn; float _EmissionMultiplier; void mycolor (Input IN, SurfaceOutput o, inout fixed4 color) { // set the vertex color alpha to the value calculated: fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; color.a = c.a; half dis; half interval; half origin; dis = sqrt (pow ((IN.worldPos.x - _Origin.x),2) + pow ((IN.worldPos.y - _Origin.y), 2) + pow ((IN.worldPos.z - _Origin.z), 2)); if (dis >= _PDistance) { color.rgb = color.rgb * (1 - saturate (abs (_PDistance - dis) / _PEdgeSoftness)); } else { color.rgb = color.rgb * (1 - saturate (abs (_PDistance - dis) / _PFadeDistance)); } } void surf (Input IN, inout SurfaceOutput o) { // simply copy the corresponding texture element color: fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = tex2D(_MainTex,IN.uv_MainTex).a; o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap)); // half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal)); #ifdef USE_RIM half rim = 1.0 - saturate (dot (normalize (IN.viewDir), o.Normal)); o.Emission = _RimColor.rgb * pow (rim, _RimPower) + _EmissionMultiplier * tex2D (_EmissionMap, IN.uv_EmissionMap); #else o.Emission = _EmissionMultiplier * tex2D (_EmissionMap, IN.uv_EmissionMap); #endif } ENDCG } // Fallback "Diffuse" Fallback "VertexLit" }
Unterschied finden