{"id":24932402,"url":"https://github.com/blatke/standard.shader","last_synced_at":"2025-03-28T14:25:35.916Z","repository":{"id":275292993,"uuid":"911162803","full_name":"Blatke/Standard.shader","owner":"Blatke","description":"A personally used shader for common clothing and item in Unity.","archived":false,"fork":false,"pushed_at":"2025-03-25T12:55:53.000Z","size":4149,"stargazers_count":0,"open_issues_count":0,"forks_count":0,"subscribers_count":1,"default_branch":"main","last_synced_at":"2025-03-25T13:33:24.706Z","etag":null,"topics":["scripts","shaderlab","shaders","standard","unity"],"latest_commit_sha":null,"homepage":"http://www.blatke.cc","language":null,"has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":null,"status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/Blatke.png","metadata":{"files":{"readme":"README - Chinese.md","changelog":null,"contributing":null,"funding":null,"license":null,"code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null}},"created_at":"2025-01-02T11:36:38.000Z","updated_at":"2025-03-25T12:55:56.000Z","dependencies_parsed_at":null,"dependency_job_id":"5463e693-a26f-4019-a190-477ab5aade6f","html_url":"https://github.com/Blatke/Standard.shader","commit_stats":null,"previous_names":["blatke/standard.shader"],"tags_count":29,"template":false,"template_full_name":null,"repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Blatke%2FStandard.shader","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Blatke%2FStandard.shader/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Blatke%2FStandard.shader/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Blatke%2FStandard.shader/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/Blatke","download_url":"https://codeload.github.com/Blatke/Standard.shader/tar.gz/refs/heads/main","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":246044036,"owners_count":20714517,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["scripts","shaderlab","shaders","standard","unity"],"created_at":"2025-02-02T14:39:02.161Z","updated_at":"2025-03-28T14:25:35.909Z","avatar_url":"https://github.com/Blatke.png","language":null,"funding_links":[],"categories":[],"sub_categories":[],"readme":"# Standard.shader\r\n使用于Unity Editor中的着色器，主要应用于非透明的衣服和物品等。\r\n\r\n## 下载中心\r\n请前往[Release](https://github.com/Blatke/Standard.shader/releases)页面，并从最新版本中下载.shader文件。\r\n\r\n将其拖放到Unity编辑器中的Project文件夹中，然后在项目窗口中创建新材质。选择此新材质，并在材质的检查器选项卡上，将其着色器指定给**Blake/Standard**。\r\n\r\n## 属性说明\r\n\r\n\u003e [!NOTE]\r\n\u003e 本说明由[DeepSeek](https://www.deepseek.com/)基于本着色器文件生成。\r\n\u003e \r\n\u003e 本说明适用于Blake/Standard **v2.3.9**。\r\n\r\n### Main 主设置\r\n- **Cull Mode** (_A0_CullMode)\r\n\r\n  - 控制渲染剔除模式（Back/Front/Off），决定哪些面不渲染。\r\n\r\n- **Base Color** (_A1_Color)\r\n\r\n  - 材质的基础颜色，与主纹理颜色叠加。\r\n\r\n- **Albedo (RGBA)** (_MainTex)\r\n  - 主颜色纹理贴图（RGBA通道），定义材质的基础颜色和透明度。\r\n\r\n- **Albedo Cutout** (_A2_Cutout)\r\n\r\n  - 透明度测试阈值（0-1），低于此值的像素会被完全剔除。\r\n\r\n- **Cutout by RGB Channel** (_A2_CutoutByRGB)\r\n\r\n  - 根据RGB通道（红/绿/蓝/黑/白）的亮度值触发透明度剔除。\r\n\r\n- **Alpha Color Replace** (_A2_AlphaColor)\r\n\r\n  - 用指定颜色替换透明区域，Alpha值控制替换强度。\r\n\r\n- **Alpha Color Multiplier** (_A2_AlphaColorMultiplier)\r\n\r\n  - 增强“Alpha Color Replace”效果的强度（0.01-100倍）。\r\n\r\n- **Occlusion** (_A5_Occlusion)\r\n\r\n  - 环境光遮蔽强度（0-1），值越小暗部越明显。\r\n\r\n- **Metallic** (_A7_Metallic)\r\n\r\n  - 金属度（0-1），值越高材质反射光越强。\r\n\r\n- **Smoothness** (_A6_Smoothness)\r\n\r\n  - 光滑度（0-1），值越高镜面反射越清晰。\r\n\r\n- **Emission (RGBA)** (_EmissionMap)\r\n  - 自发光纹理贴图（RGBA通道），定义发光区域和颜色。\r\n\r\n- **Emission Color** (_A8_EmissionColor)\r\n\r\n  - 自发光颜色，与贴图颜色叠加。\r\n\r\n- **Emission Strength** (_A8_EmissionStrength)\r\n\r\n  - 自发光整体强度（0-5），控制发光亮度。\r\n\r\n### Dissolution Edge 溶解边缘\r\n- **Dissolution Color** (_E1_DissolutionColor)\r\n\r\n  - 溶解边缘颜色（RGBA），用于透明区域边缘的着色。\r\n\r\n- **Dissolution Width** (_E2_DissolutionWidth)\r\n\r\n  - 溶解边缘的宽度（0-1），值越大边缘范围越广。\r\n\r\n- **Dissolution Emission** (_E3_DissolutionEmission)\r\n\r\n  - 溶解边缘的自发光强度（0-5）。\r\n\r\n- **By Detail Albedo** (_E8_DissoByDetailTex)\r\n\r\n  - 溶解触发方式：0=不依赖细节纹理，1=同时依赖主纹理和细节纹理，2=仅依赖细节纹理。\r\n\r\n### Detail Albedo 细节颜色\r\n- **Detail Albedo (RGBA)** (_DetailAlbedoMap)\r\n  - 细节颜色纹理贴图，用于叠加在主纹理上增加细节。\r\n\r\n- **Detail Albedo Cutout** (_A3_DetailTexCutout)\r\n\r\n  - 细节纹理的透明度测试阈值（0-1）。\r\n\r\n- **Cutout by RGB Channel** (_A3_DetailTexCutoutByRGB)\r\n\r\n  - 根据细节纹理的RGB通道（红/绿/蓝/黑/白）亮度触发剔除。\r\n\r\n- **Detail Albedo Tint** (_A3_DetailTexTint)\r\n\r\n  - 细节纹理的染色颜色（RGB），调整细节色调。\r\n\r\n- **Detail Albedo Weight** (_A3_DetailTexWeight)\r\n\r\n  - 细节纹理的混合权重（0-1），控制细节可见度。\r\n\r\n- **Detail Albedo Blend** (_A3_DetailTexBlend)\r\n\r\n  - 混合模式切换：0=插值混合，1=乘法叠加。\r\n\r\n- **Affect Alpha Color** (_A3_DetailTexAffectAlphaColor)\r\n\r\n  - 是否让细节纹理影响“Alpha Color Replace”效果（0=否，1=是）。\r\n\r\n### OMS from Detail Albedo\r\n  - 基于细节纹理的OMS调整\r\n- **Occlusion Plus (R)** (_A501_OcclusionMinusDetailTex_Red)\r\n  - 通过细节纹理的红色通道增强环境光遮蔽（0-1）。\r\n\r\n- **Occlusion Plus (G)** (_A502_OcclusionMinusDetailTex_Green)\r\n  - 通过细节纹理的绿色通道增强环境光遮蔽（0-1）。\r\n\r\n- **Occlusion Plus (B)** (_A503_OcclusionMinusDetailTex_Blue)\r\n  - 通过细节纹理的蓝色通道增强环境光遮蔽（0-1）。\r\n\r\n- **Occlusion Tex Invert** (_A510_OcclusionDetailTex_Invert)\r\n\r\n  - 反转细节纹理对遮蔽的影响方向（0=正常，1=反转）。\r\n\r\n- **Metallic Plus (R)** (_A701_MetallicPlusDetailTex_Red)\r\n  - 通过细节纹理的红色通道增强金属感（0-1）。\r\n\r\n- **Metallic Plus (G)** (_A702_MetallicPlusDetailTex_Green)\r\n  - 通过细节纹理的绿色通道增强金属感（0-1）。\r\n\r\n- **Metallic Plus (B)** (_A703_MetallicPlusDetailTex_Blue)\r\n  - 通过细节纹理的蓝色通道增强金属感（0-1）。\r\n\r\n- **Metallic Tex Invert** (_A710_MetallicDetailTex_Invert)\r\n\r\n  - 反转细节纹理对金属感的影响方向（0=正常，1=反转）。\r\n\r\n- **Smoothness Plus (R)** (_A601_SmoothPlusDetailTex_Red)\r\n  - 通过细节纹理的红色通道增强光滑度（0-1）。\r\n\r\n- **Smoothness Plus (G)** (_A602_SmoothPlusDetailTex_Green)\r\n  - 通过细节纹理的绿色通道增强光滑度（0-1）。\r\n\r\n- **Smoothness Plus (B)** (_A603_SmoothPlusDetailTex_Blue)\r\n  - 通过细节纹理的蓝色通道增强光滑度（0-1）。\r\n\r\n- **Smooth Tex Invert** (_A610_SmoothDetailTex_Invert)\r\n\r\n  - 反转细节纹理对光滑度的影响方向（0=正常，1=反转）。\r\n\r\n### Color Mask 颜色遮罩\r\n- **Mask (RGBA)** (_D_ColorMask)\r\n  - 颜色遮罩贴图，通过RGB通道区分不同区域的应用效果。\r\n\r\n- **Color Mask Strength** (_D101_ColorMaskStrength)\r\n\r\n  - 遮罩整体强度（0-1），值越大颜色替换越明显。\r\n\r\n- **Color Mask Multiplier** (_D101_ColorMaskMultiplier)\r\n\r\n  - 遮罩效果的增强倍数（0.01-100倍）。\r\n\r\n- **Color Mask map to** (_D102_ColorMaskMapTo)\r\n\r\n  - 遮罩映射目标：0=基础颜色，1=细节纹理，2=两者混合。\r\n \r\n- **Affect Mode** (_D103_ColorMaskAffectMode)\r\n\r\n  - 影响主颜色纹理的模式：0=仅影响主颜色纹理（alpha值大于0），1=仅影响alpha值小于1.0的纹理，2=两者均影响。\r\n\r\n- **Red to Color** (_D911_ColorMaskToColor_Red)\r\n\r\n  - 红色区域替换为目标颜色（RGBA）。\r\n\r\n- **Red Strength** (_D912_ColorMaskStr_Red)\r\n\r\n  - 红色区域颜色替换强度（0-10）。\r\n\r\n- **Red Emission** (_D913_ColorMaskEmit_Red)\r\n\r\n  - 红色区域自发光强度（0-10）。\r\n\r\n- **Green to Color** (_D921_ColorMaskToColor_Green)\r\n\r\n  - 绿色区域替换为目标颜色（RGBA）。\r\n\r\n- **Green Strength** (_D922_ColorMaskStr_Green)\r\n\r\n  - 绿色区域颜色替换强度（0-10）。\r\n\r\n- **Green Emission** (_D923_ColorMaskEmit_Green)\r\n\r\n  - 绿色区域自发光强度（0-10）。\r\n\r\n- **Blue to Color** (_D931_ColorMaskToColor_Blue)\r\n\r\n  - 蓝色区域替换为目标颜色（RGBA）。\r\n\r\n- **Blue Strength** (_D932_ColorMaskStr_Blue)\r\n\r\n  - 蓝色区域颜色替换强度（0-10）。\r\n\r\n- **Blue Emission** (_D933_ColorMaskEmit_Blue)\r\n\r\n  - 蓝色区域自发光强度（0-10）。\r\n\r\n- **Cyan to Color** (_D941_ColorMaskToColor_Cyan)\r\n\r\n  - 青色（蓝绿混合）区域替换为目标颜色（RGBA）。\r\n\r\n- **Cyan Strength** (_D942_ColorMaskStr_Cyan)\r\n\r\n  - 青色区域颜色替换强度（0-10）。\r\n\r\n- **Cyan Emission** (_D943_ColorMaskEmit_Cyan)\r\n\r\n  - 青色区域自发光强度（0-10）。\r\n\r\n- **Fuchsia to Color** (_D951_ColorMaskToColor_Fuchsia)\r\n\r\n  - 品红（红蓝混合）区域替换为目标颜色（RGBA）。\r\n\r\n- **Fuchsia Strength** (_D952_ColorMaskStr_Fuchsia)\r\n\r\n  - 品红区域颜色替换强度（0-10）。\r\n\r\n- **Fuchsia Emission** (_D953_ColorMaskEmit_Fuchsia)\r\n\r\n  - 品红区域自发光强度（0-10）。\r\n\r\n- **Yellow to Color** (_D961_ColorMaskToColor_Yellow)\r\n\r\n  - 黄色（红绿混合）区域替换为目标颜色（RGBA）。\r\n\r\n- **Yellow Strength** (_D962_ColorMaskStr_Yellow)\r\n\r\n  - 黄色区域颜色替换强度（0-10）。\r\n\r\n- **Yellow Emission** (_D963_ColorMaskEmit_Yellow)\r\n\r\n  - 黄色区域自发光强度（0-10）。\r\n\r\n- **White to Color** (_D971_ColorMaskToColor_White)\r\n\r\n  - 白色区域替换为目标颜色（RGBA）。\r\n\r\n- **White Strength** (_D972_ColorMaskStr_White)\r\n\r\n  - 白色区域颜色替换强度（0-10）。\r\n\r\n- **White Emission** (_D973_ColorMaskEmit_White)\r\n\r\n  - 白色区域自发光强度（0-10）。\r\n\r\n### Bump and Eraser 法线与擦除\r\n- **Normal Map** (_BumpMap)\r\n\r\n  - 主法线贴图，控制表面凹凸细节。\r\n\r\n- **Normal Strength** (_A901_NormalStrength)\r\n\r\n  - 主法线贴图的强度（0-10）。\r\n\r\n- **Normal Blur** (_A9011_NormalBlur)\r\n\r\n  - 主法线贴图的模糊程度（0-2），值越大越模糊。\r\n\r\n- **Detail Normal Map 1** (_DetailNormalMap)\r\n\r\n  - 第一层细节法线贴图，叠加更多凹凸细节。\r\n\r\n- **Detail Normal 1 Strength** (_A902_DetailNormal1Strength)\r\n\r\n  - 第一层细节法线的强度（0-10）。\r\n\r\n- **Detail 1 Blur** (_A9021_DetailNormal1Blur)\r\n\r\n  - 第一层细节法线的模糊程度（0-2）。\r\n\r\n- **Detail Normal Map 2** (_DetailNormalMap2)\r\n\r\n  - 第二层细节法线贴图，进一步增加表面细节。\r\n\r\n- **Detail Normal 2 Strength** (_A903_DetailNormal2Strength)\r\n\r\n  - 第二层细节法线的强度（0-10）。\r\n\r\n- **Detail 2 Blur** (_A9031_DetailNormal2Blur)\r\n\r\n  - 第二层细节法线的模糊程度（0-2）。\r\n\r\n- **Bump Easer Mask** (_A_BumpEraserMask)\r\n\r\n  - 法线擦除遮罩贴图（RGBA），定义擦除区域。\r\n\r\n- **Bump Eraser Threshold** (_A920_BumpEraserThreshold)\r\n\r\n  - 擦除法线的阈值（0-1），值越大擦除范围越大。\r\n\r\n- **Bump Eraser Multiplier** (_A920_BumpEraserMultiplier)\r\n\r\n  - 擦除效果的增强倍数（0.01-100倍）。\r\n\r\n- **Bump Eraser Red** (_A921_BumpEraser_Red)\r\n\r\n  - 红色区域的擦除强度（0-1）。\r\n\r\n- **Bump Eraser Green** (_A922_BumpEraser_Green)\r\n\r\n  - 绿色区域的擦除强度（0-1）。\r\n\r\n- **Bump Eraser Blue** (_A923_BumpEraser_Blue)\r\n\r\n  - 蓝色区域的擦除强度（0-1）。\r\n\r\n- **Bump Eraser Cyan** (_A924_BumpEraser_Cyan)\r\n\r\n  - 青色区域的擦除强度（0-1）。\r\n\r\n- **Bump Eraser Fuchsia** (_A925_BumpEraser_Fuchsia)\r\n\r\n  - 品红区域的擦除强度（0-1）。\r\n\r\n- **Bump Eraser Yellow** (_A926_BumpEraser_Yellow)\r\n\r\n  - 黄色区域的擦除强度（0-1）。\r\n\r\n- **Bump Eraser White** (_A927_BumpEraser_White)\r\n\r\n  - 白色区域的擦除强度（0-1）。\r\n\r\n- **Affect Normal Map** (_A931_BumpEraserNormal)\r\n\r\n  - 擦除效果是否影响主法线（0=否，1=是）。\r\n\r\n- **Affect Detail Normal Map 1** (_A941_BumpEraserDetailNormal1)\r\n\r\n  - 擦除效果是否影响第一层细节法线（0=否，1=是）。\r\n\r\n- **Affect Detail Normal Map 2** (_A951_BumpEraserDetailNormal2)\r\n\r\n  - 擦除效果是否影响第二层细节法线（0=否，1=是）。\r\n\r\n### Wetness 湿润效果\r\n- **Wetness Map** (_B_WetnessMap)\r\n\r\n  - 湿润区域分布贴图，定义湿润范围。\r\n\r\n- **Wetness Density** (_B1_WetnessDensity)\r\n\r\n  - 湿润贴图的密度（0-100），控制纹理重复次数。\r\n\r\n- **Wetness Strength** (_B2_WetnessStrength)\r\n\r\n  - 湿润效果的整体强度（0-1）。\r\n\r\n- **Wetness Bump Map** (_B_WetnessBumpMap)\r\n\r\n  - 湿润法线贴图，控制湿润表面的凹凸细节。\r\n\r\n- **Wetness Bump** (_B3_WetnessBump)\r\n\r\n  - 湿润法线的强度（0-5）。\r\n\r\n- **with Fluid** (_B9_WetnessWithFluid)\r\n\r\n  - 湿润效果是否与流体效果叠加（0=否，1=是）。\r\n\r\n### Fluid 流体效果\r\n- **Fluid Map** (_C_FluidMap)\r\n\r\n  - 流体区域分布贴图，定义流体范围。\r\n\r\n- **Fluid Normal** (_C_FluidNormal)\r\n\r\n  - 流体法线贴图，控制流体表面的凹凸细节。\r\n\r\n- **Fluid Color** (_C1_FluidColor)\r\n\r\n  - 流体颜色（RGBA），影响流体区域的主色调。\r\n\r\n- **Fluid Density** (_C2_FluidDensity)\r\n\r\n  - 流体贴图的密度（0-100），控制纹理重复次数。\r\n\r\n- **Fluid Strength** (_C3_FluidStrength)\r\n\r\n  - 流体效果的整体强度（0-10）。\r\n\r\n- **Fluid Emission** (_C4_FluidEmission)\r\n\r\n  - 流体的自发光强度（0-5）。\r\n\r\n- **Fluid Bump** (_C5_FluidBump)\r\n\r\n  - 流体法线的强度（0-10）。\r\n\r\n- **Fluid Rotation** (_C6_FluidRotation)\r\n\r\n  - 流体贴图的旋转角度（-180°~180°）。\r\n\r\n- **Fluid Enhance Level** (_C7_FluidEnhanceLv)\r\n\r\n  - 流体细节增强等级：0=无，1=叠加一层细节，2=叠加两层细节。\r\n\r\n- **Fluid Mask (RGBA)** (_C_FluidMask)\r\n  - 流体遮罩贴图，区分不同颜色区域的流体参数。\r\n\r\n- **Mask Strength** (_C900_FluidMaskStrength)\r\n\r\n  - 流体遮罩整体强度（0-1）。\r\n\r\n- **Red Strength** (_C901_FluidMaskStrength_Red)\r\n\r\n  - 红色区域的流体强度（0-1）。\r\n\r\n- **Red Rotate** (_C905_FluidRotation_Red)\r\n\r\n  - 红色区域流体贴图的旋转角度（-180°~180°）。\r\n\r\n- **Red Position X/Y** (_C906/7_FluidPositionX/Y_Red)\r\n  - 红色区域流体贴图的X/Y轴位移（-1~1）。\r\n\r\n- **Red Scale X/Y** (_C908/9_FluidScaleX/Y_Red)\r\n  - 红色区域流体贴图的X/Y轴缩放（-10~10，负值反转）。\r\n\r\n  - （Green/Blue/Cyan/Fuchsia/Yellow/White区域的参数与Red区域类似，依次对应不同颜色通道）\r\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fblatke%2Fstandard.shader","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fblatke%2Fstandard.shader","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fblatke%2Fstandard.shader/lists"}